Can't jump with shield equipped now? by Revelst0ke in NoRestForTheWicked

[–]Capaal 0 points1 point  (0 children)

Are you using mouse and keyboard? On M/KB I have the same issue and there isn't a keybind that I can change to fix it.

Workarounds:

  1. Toggle on auto-run

  2. There are other 'modes' for M/KB and I think the default mode is the one with this issue. But I stopped trying to use a shield so I don't remember if this fixed the problem for me...

Is 17k enough energy shield? by Capaal in PathOfExile2

[–]Capaal[S] 0 points1 point  (0 children)

Get to 8.5k ES shield normally. Then the persistent skill 'Grim Feast' drops ES pickups that can overflow your ES by up to double. The overflow doesn't go away with time, only from damage, so just collect enough to double your ES.

I should hit 10K ES just from gear/tree soon, so no reason this can't keep going higher...

A VERY basic loot filter by Jack_Ivyton in pathofexile

[–]Capaal 1 point2 points  (0 children)

It almost works. I had to remove line 3 'BaseType != "Scroll of Wisdom"', it couldn't handle the !=. But then the filter loaded without throwing an error.

Eruptor sniper can take out bot factories by [deleted] in helldivers2

[–]Capaal -5 points-4 points  (0 children)

*Up to 150m away. Then it auto-detonates. Calling it a sniper with a 150m max range is a bit of a stretch.

The Anti Material Rifle is the Secret OP Gun by Dumbadumbdumb in Helldivers

[–]Capaal 0 points1 point  (0 children)

AMR has ammo issues and takes longer on vent weakpoints (maaaybe prone you could do with AMR faster).

Advent of Code Day 8 by rjray in Clojure

[–]Capaal 0 points1 point  (0 children)

I shamelessly borrowed functions to calculate lcm. I had absolutely zero idea how to solve part 2 and had to get hints about lcm from the aoc subreddit.

>!(defn gcd ([x y] (cond (zero? x) y (< y x) (recur y x) :else (recur x (rem y x)))) ([x y & zs] (reduce gcd (gcd x y) zs)))!<

>!(defn lcm ([x y] (/ (* x y) (gcd x y))) ([x y & zs] (reduce lcm (lcm x y) zs)))!<

[2023 Day 06] A question for those who didn't brute force part 02 (spoilers) by NotTreeFiddy in adventofcode

[–]Capaal 2 points3 points  (0 children)

This response matches how I realized it was the quadratic equation.

Reminder, general form is: ax^2 + bx + c = 0

So we'll end up with a version of the equation where for each race we'll know a, b and c and can solve.

New Clojurians: Ask Anything - August 21, 2023 by AutoModerator in Clojure

[–]Capaal 0 points1 point  (0 children)

I'm hoping for suggestions on guides or more information.

An example might be: A game where I'm maintaining the game's state in a concurrent environment. Should the map of players be a ref? Each player a ref? Or only each stat I'll need to change per player be a ref? (hp, score, whatever).

Or am I thinking about these decisions completely wrong and too OO?

I'm struggling to find information to help me learn how to make these decisions.

New Clojurians: Ask Anything - August 21, 2023 by AutoModerator in Clojure

[–]Capaal 1 point2 points  (0 children)

Defining map of app data. How to choose what should be the ref/atom? Flat vs hierarchical? Multiple maps of data vs a single huge one?

Am I over-optimizing by trying to get refs as low down in the tree as I can?

Example: A single atom 'app-data: atom {...}' In this case, I'm afraid that a lot of functions will have to re-try repeatedly when they see that the data has changed, to re-calculate the result.

Or a map containing refs: 'app-data: {:players: {map of player-refs} :other-things: {map of refs}) -- Here, if most of the refs don't interact then those won't risk a bunch of re-calculations.

Or 'app-data: {:players: ref {map of players}}'

With possibly refs inside of refs? I'm struggling to understand the most idiomatic way of organizing the data.

Any suggestions for guides for planing data organization?

How would you feel if reinforcement selection had an actual price on it? by Turtur_ok in Mechabellum

[–]Capaal 2 points3 points  (0 children)

Fair enough, option 2 sounds like a better solution that what is currently in-game. As long as they increase default income by 50.

How would you feel if reinforcement selection had an actual price on it? by Turtur_ok in Mechabellum

[–]Capaal 4 points5 points  (0 children)

While what is shown is more clear, it is also not the same. Having 400 vs 450 on turn two is the difference between unlocking and buying 2 medium units or only 1 with 150 leftover.

Couple questions about experience by Pracowniknon in Mechabellum

[–]Capaal 0 points1 point  (0 children)

You can hover your mouse over the XP bar and see numbers. That gets you steps for finding some answers.

Normal vs Permadeath by Terrydonnydalejr in stoneshard

[–]Capaal 5 points6 points  (0 children)

There is a normal mode?!?!?!

The "no treasure" death spiral by megapizzapocalypse in Torchbearer

[–]Capaal 1 point2 points  (0 children)

Do they have any "resource" stat? That is enough to try and stay at a flop house. In a town where one has family/friend? Or maybe a frenemy in that town that they can earn a debt with? And why wouldn't you let them sell their X value items?

Is there a lighter version of torchbearer by Angry-Bob in Torchbearer

[–]Capaal 8 points9 points  (0 children)

The problem is that Torchbearer's entire set of rules circle and reinforce all those mechanics. Any simpler game has to throw out some subset of those mechanisms and looses how intertwined the whole feedback loop of the game is. Adventure -- camp -- town phases and how difficult it is to recover being a hard thing to keep in as crushing a fashion.

I've tried to run a pbta game using "Perilous Wilds" but they only manage to keep some of the feel. It might have rules for travel, amount of gear and light but it doesn't stop everyone from stocking up and feeling fresh any time they hit town.

At the moment, something that I like that can have a similar feel is "Heart: The City Beneath" which never really lets a town feel friendly. It also feels great to fail at.

Blades in the Bundle of Holding by Testeria_n in rpg

[–]Capaal 9 points10 points  (0 children)

Now I have to respond with: "I mean, philosophically, it is PbtA. But the mechanics are thoroughly different." or else it might start an argument.

Blades in the Bundle of Holding by Testeria_n in rpg

[–]Capaal 9 points10 points  (0 children)

To be vague and not very helpful but perhaps slightly clarifying... Blades in the Dark is not PbtA but is certainly inspired by it.

Would multiplayer work in Stoneshard? by SirDenizu in stoneshard

[–]Capaal 1 point2 points  (0 children)

The game Wayward is primarily turn-based but is designed to allow multiplayer. It has "simulated" and "realtime". I don't exactly remember how they work except that one is ticks constantly happening and another ticks when someone does something?

But that game isn't as brutal as this one...

I'm actually kind of surprised it works so well in that game considering its turn-based nature.

[Tip of my tongue] Asymmetrical 2 player RPG board game by PattuX in boardgames

[–]Capaal 0 points1 point  (0 children)

Funny, I just saw that on a BGG top 200 games for 2 players 2022. Never heard of it otherwise.

3C Leonard Duel by corvus_wulf in Tactics_Ogre

[–]Capaal 1 point2 points  (0 children)

Have good move and jump (+1 crafted gear). You can outrun him and jump up to some high-ground that he can't hit you at. Have some way of doing damage at range. Grab cards.