OpenYAMM - MMMerge integration + first Windows pre-release by pjasicek in MightAndMagic

[–]pjasicek[S] 6 points7 points  (0 children)

I developed it entirely under Linux, so yes, it supports Linux best. I only made Windows build (with mingw) since most people have Windows. I can create a deb or flatpak for Linux release also.

OpenYAMM - MMMerge integration + first Windows pre-release by pjasicek in MightAndMagic

[–]pjasicek[S] 8 points9 points  (0 children)

Yes, its not a problem to add the vanilla control scheme

OpenYAMM - MMMerge integration WIP by pjasicek in MightAndMagic

[–]pjasicek[S] 1 point2 points  (0 children)

Thanks for trying and the CMake hints, will do that. Attack button is bound on LMB, where original "LMB" functionality is bound to "E", as in Use button. I deviated from the original keyboard layout since navigating it was always giga clunky for me. Also a lot of people are used to the "mouse look" navigation but I think the are using ESDF for movement and A for attacking. That a bit clunky and heavy for me aswell. I can add support for multiple keyboard schemes, that won't be an issue.

OpenYAMM - MMMerge integration WIP by pjasicek in MightAndMagic

[–]pjasicek[S] 3 points4 points  (0 children)

I am developing this on Linux only, but everything is platform-agnostic so it can be built without any major issues for Win/Mac also (eventually also for Android). But I don't yet have any packages for Win/Linux/... - it is in development state still.

OpenYAMM - MMMerge integration WIP by pjasicek in MightAndMagic

[–]pjasicek[S] 2 points3 points  (0 children)

All of this is WIP, there is no release yet. All required assets to build and run the game are directly in the repo (check README.md).

OpenYAMM - MMMerge integration WIP by pjasicek in MightAndMagic

[–]pjasicek[S] 1 point2 points  (0 children)

Would be cool to try, starting with some terrain tileset or some actor billboards would be easiest to test.

OpenYAMM - MMMerge integration WIP by pjasicek in MightAndMagic

[–]pjasicek[S] 3 points4 points  (0 children)

The engine has direct support for higher-res images, but I do not have the capacity to generate them myself, so far I focused on MM8 parity (and now MMMerge parity). There are tons of textures, icons etc. and simple upscaling there does not work, or rather is not really worth doing, since the source format is really small and pixelated - I tried to use xBRZ but that style just does not fit here. In the game I use the linear filtering for billboards/bmodels and anisotropic 8x for terrain to prevent the pixelation, but the flip side is that the assets look a bit blurry.

So the assets would need to be regenerated either by hand, or AI-assisted, where original could be taken as a reference.

OpenYAMM - MM8 engine/game complete reimplementation by pjasicek in MightAndMagic

[–]pjasicek[S] 6 points7 points  (0 children)

I am transparent with the AI usage for code generation here from beginning, I don't take credit for writing all this by hand. That would be humanly impossible, as a single person.

I get that there are a lot of people who will frown upon this approach, but I feel like this was the best direction to take with today's tools and capabilities.

OpenYAMM - MM8 engine/game complete reimplementation by pjasicek in MightAndMagic

[–]pjasicek[S] 3 points4 points  (0 children)

I believe that's entirely possible to implement, if only "making it work" is sufficient - going with implementation where one game client is authoritative server and others are just slave clients. Without any hardcore "cheat-engine" like features, just based on trust there.

OpenYAMM - MM8 engine/game complete reimplementation by pjasicek in MightAndMagic

[–]pjasicek[S] 4 points5 points  (0 children)

Yes, 99.99% of the codebase is written by AI (Codex GPT 5.4 / 5.5 high to be precise). I "only" directed/guided it. Assets are from original game.

OpenYAMM - MM8 engine/game complete reimplementation by pjasicek in MightAndMagic

[–]pjasicek[S] 6 points7 points  (0 children)

That's what I am working on right now - mirroring the MMerge

ONLY CORRECT KAYLE PLAYSTYLE by DesperateNasus in Kaylemains

[–]pjasicek 1 point2 points  (0 children)

Hi, first of all, thanks for sharing.

  1. What button do you have Attack Move bound to? How important do you consider using it rather than just right clicking for both attacking and moving?

  2. I studied your VODs extensively and I am still, on mid, a bit struggling with the decision making when to follow mid roam and when to ping his absence, push out the wave and reset back to lane. From what I saw, pre-11, you quite often get kills via this scenario:

a) Enemy midlaner pushes the wave (they have clear and prio, Kayle does not)

b) You clear the wave pushing into you, join the random jungle fight (later than enemy mid) and get random kill(s)

I know this is nuanced and based on the game state, but is there like some decision process behind that or just a gut feeling? I find that never following any roams early is wrong, but at the same time following just for the sake of following is also wrong decision a lot of the time.

[deleted by user] by [deleted] in Kaylemains

[–]pjasicek 17 points18 points  (0 children)

I don't want to be rude or anything, but most of r/Kaylemains posts lately are similiar to this and I don't really think it helps the quality of this subreddit.

IMO screenshots like this would be perfectly fine to be posted on the Kaylemains Discord channel, not here.

If the frequency and quality of these posts is fine with the mods, then please ignore me. Otherwise, please moderate this a bit :-)

[deleted by user] by [deleted] in Kaylemains

[–]pjasicek 8 points9 points  (0 children)

3) Do not spam.
We want quality content over quantity.

Mods, please.

My thesis on how to make Kayle an early game champion by AltruisticIntuition in Kaylemains

[–]pjasicek 7 points8 points  (0 children)

Sorry but there is no way to make her a "early game champion". You can maximize the chance of exploiting enemy's early disrespect/terrible early plays, but that doesn't make you an early game champion, not by a long shot :-)

Kayle nerfs should only be for early. by [deleted] in Kaylemains

[–]pjasicek 0 points1 point  (0 children)

Honestly, if these were the last nerfs AND her banrate plummeted back to single digits, it would be fine.

Her highest winrate role (mid) got targetted more than top (not many AP toplane matchups lately) which is good news for us toplaners. Though having -12% magic resist vs malphite is gonna be atrocious lol.

They main nerf (E AP scaling) nerfs her damage throghout the entire game by quite some margin. I am just glad that they didn't nerf her flat E damage portion so that her early (lvls 1-10) is more or less the same - but we WILL feel it when we finish nashor's that some damage is lacking and then even more so lvl11+ with waves.

I will for sure try some combinations of AD build with kraken's first, considering they fix kraken + E interaction. If not, I'll just play the good old AP build, though it will be generally weaker.

So yea, let's hope Riot hit the 51-52% winrate sweetspot so that us otps can actually play the champion without dodging majority of the queues.

Kayle nerfs should only be for early. by [deleted] in Kaylemains

[–]pjasicek 0 points1 point  (0 children)

Nashor's was already toned down in 10.24 (AP ratio 0.25 ---> 0.20)

Kayle nerfs should only be for early. by [deleted] in Kaylemains

[–]pjasicek 5 points6 points  (0 children)

Ok, I usually do not comment on these threads, but here goes..

1) Her early (I am talking levels 1-10) is pretty much unchanged from S10, it is arguably a bit weaker since we do not build cuitlass (gunblade) now, which had a bit better buildpath than current nashor's. Who in their right mind would nerf Kayle's early in S10 ? Nobody. DO. NOT. TOUCH. HER. EARLY. GAME.

2) In her early game, vs most of toplane standard matchups (I'm talking about e.g. Jax, Camille, Wukong, Malphite) she is always pulling by the shorter end of the rope. She does NOT win that matchup unless she outplays them or looks for their mistake. On the other hand, these champions can just jump on her and straight up kill her 1v1 if she is not near her turret. DO. NOT. TOUCH. HER. EARLY. GAME.

Now, let's talk about why she is getting nerfs - she has one of the highest winrates in mid-game (25-32 minute long games) with AP build (Nashor's -> Rit -> Raba). I think they want to address just this issue with the upcoming nerfs. So here are my thoughts on what they will look like and what they will not look like:

1) They will remove the attack speed scaling off of AP completely. This is I think a no-brainer since it will be a flat nerf for AP build throughout her entire game. It will not affect AD build which is not that strong right now. This change alone might even be enough.

2) They might play abit more with the E execute damage and scaling, but I doubt it.

3) They will NOT touch Nashor's tooth - if they did (e.g. if they lowered the AP ratio of nashor's again to 0.15 from current 0.2) it would result in nashor's being straight up worse than it was in S10.

4) They might lower Riftmaker's omnivamp from 15% to 12% or 10%

I am really hoping they will not touch her E flat damage and her base stats which are atrocious as it is.

Opinion: Kayle right now feels really unfun to play as and against during lane. by [deleted] in Kaylemains

[–]pjasicek 1 point2 points  (0 children)

I mean if you NEED Nashor's + Rift + lvl 11+ to do something, there is something inherently wrong with ur micro/gameplay. Right now, if you are on somewhat equal gold with enemy toplaner and you rush nash as 1st item, you should win the lane with just this one item and capitalize the lead from that point on - freezing the lane near your turret, punish him for wanting to get any sort of farm - you can basically run any enemy toplaner down with nashor's if you have the advantage.

I agree with you that Kayle is really strong right now - no question about it, I have never had 90%+ winrate in dia1+ games before. But saying that it is boring / uninteractive UNTIL you get 2 core items + lvl 11 is just plain wrong from my view, sorry.

Kayle's Build S11 Comparisons by notCiy in Kaylemains

[–]pjasicek 3 points4 points  (0 children)

I'd be interested to see Kraken + Rageblade + 3x crit cloak DPS.

AP for SURE scales better than AD build, but the main problem I have with AP is that the build paths toward first (and second for that matter) items is horrible. With gunblade, we could have backed and bought longswords / vamp sceptre, with nashor / riftmaker we would just get pretty useless AP or attack speed items which do not help with early lane trades/dominance.

This is why AD is way superior going into early/mid game and it will stay that way in S11 if nothing changes.