Werewolf fall damage #4596
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Reference: your-land/bugtracker#4596
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Werewolves are faster, stronger, jump higher ... but suffer from same fall damage as humans.
When werewolf jumps, he jumps so high that he takes fall damage when landing on same spot (or on spot of same height).
I think the fall damage should be slightly reduced for werewolves, at least to the point that werewolf does not take damage when jumping up and down on the spot
Werewolves are supposed to be tougher than humans, so I guess that could include fall damage as well.
So what would be the disadvantage of being a werewolf then?
the dietary requirements - hunting animals is harder than just farming carrots, and the implied big disadvantage of being unable to heal at any moment instantly by eating golden apples
the main discussion about werewolf balancing is at your-land/administration#135, which i'm aware most people can't see.
summarizing the important points that are still relevant:
#1672: werewolves should be able to eat cooked meat, though it shouldn't be as good for them
#1797: stamina consumption should be proportional to speed
note that the new mechanics discussed in #4132 are meant to address these two issues, as well as a slew of other non-werewolf things.
some other ideas about balancing, without issues:
wait, what am i thinking. i forgot i made a mod to adjust the player_physics monoids to make it so that werewolves aren't able to jump so high that the fall hurts them: https://github.com/fluxionary/minetest-limit_physics_monoids
can we put that on the test server so that people can try it out? if the defaults aren't acceptable, it's got a fair amount of configurability.
done, the mod is now on the testserver
what was the evaluation of this?
I don't rmember, I put up that mod on the testserver again
players who like being werewolves should test it out and give feedback. for me it's "better than before", but perhaps other people think the speed/jump/gravity changes should be different.
QA
I didn't have a lot of werewolf gameplay, but this feels way better.
Two fellow werewolves like the changes.
jumping is better than before (jumping up and landing on same elevation does not hurt you in werewolf form), but I've noticed that sprinting speed (with crystal boots) is significantly slower on the test server, as well as speed of swimming through lava.
So overall, I personally dislike this change.
QA
Due to sixers finding and rewired_X's issue #5685 , we need to make up our mind how we want it.
I'd rather have the crystal boots debuff with 1.4
per #5685, a player walking w/ crystal boots previous traveled at 8 nodes/second, and with limit_physics_monoid, now travels at 6.6 nodes/second. limit_physics_monoid is highly configurable - we can tweak the parameters easily (e.g.
limit_physics_monoids:speed_param_2 = 0.5
), or disable the override for speed entirely (limit_physics_monoids:speed_limiter = none
), at least for the time being.EDIT: IGNORE THIS COMMENT! i wasn't using the right logic when computing these values. i tested the values empirically later, see #6328 (comment)
hm. that should actually probably be higher than it was previously:
EDIT: actually apparently the liquid viscosity/move resistance logic is more complicated than that, so these numbers are garbage...
I swear that I reported this issue a long time ago but...
QA
We'll go with 0.5 and see where that leads us
this is live, now to see if anyone complains