Many times, I find myself grinding, trying to kill some mobs.
I'll walk up to him, and low and behold, he will walk away! I will then give chase. He will zig, and I will zag.
Finally, I will get close enough, and he strikes first!
So, I propose a menu option setting.
One that will allow us to automatically attack an enemy first, when we approach them - without having to long hold
v0.8.13 (Troubling Times) active on Google Play
Useful links
Source code of the game - Contribution guide - ATCS Editor - Translate the game on Weblate - Example walkthrough - Andor's Trail Directory - Join the Discord
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Useful links
Source code of the game - Contribution guide - ATCS Editor - Translate the game on Weblate - Example walkthrough - Andor's Trail Directory - Join the Discord
Get the game (v0.8.13) from Google, Github, F-Droid, our server, or itch.io
Auto Attack setting
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Auto Attack setting
Level: 24, Experience: 261279, Gold: 4009, RoLS: 0, ElyR: 0, RoL: 0
Hitpoints: 55, Attack chance: 127%, Attack damage: 22-23, Attack cost: 3, Critical hit chance: 20%, Critical multiplier: 3, Block chance: 39%, Damage resistance: 1
Hitpoints: 55, Attack chance: 127%, Attack damage: 22-23, Attack cost: 3, Critical hit chance: 20%, Critical multiplier: 3, Block chance: 39%, Damage resistance: 1
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- Posts: 655
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- android_version: 2.2
Re: Auto Attack setting
I wrote some dpad code and an movement-aggressiveness setting recently. When movement-aggressiveness is aggressive then you prefer attacking over moving.
It works very well and prevents such situations.
Oscar didn't had time (he is busy writing quests) to check and merge the code for the next version. So he gave no feedback yet.
It works very well and prevents such situations.
Oscar didn't had time (he is busy writing quests) to check and merge the code for the next version. So he gave no feedback yet.
Level: 101, XP: 18780586, Gold: 358739
HP: 398, AC: 303%, AD: 84-95, AP: 4, ECC: 12, CM: -, BC: 13%, DR: 0
RoLS: 2, ElyR: 1, RoL: 1, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 2, VSH: 1, WMC: 0, GoW: 0
HP: 398, AC: 303%, AD: 84-95, AP: 4, ECC: 12, CM: -, BC: 13%, DR: 0
RoLS: 2, ElyR: 1, RoL: 1, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 2, VSH: 1, WMC: 0, GoW: 0
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Re: Auto Attack setting
What is this "long hold" you refer to?
Level: 49
XP: 2108290
Attack Cost: 3
Attack Chance: 166%
Attack Damage: 22-23
Critical Hit Chance: 25%
Critical Multiplier: 3
Block Chance: 92%
RoLS: 1
SR: 2945
XP: 2108290
Attack Cost: 3
Attack Chance: 166%
Attack Damage: 22-23
Critical Hit Chance: 25%
Critical Multiplier: 3
Block Chance: 92%
RoLS: 1
SR: 2945
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- Location: Chicago area, Illinois, USA
Re: Auto Attack setting
Of course everybody would like to attack first every time, because then you can often kill the monster without ever coming under attack yourself! But that sort of defeats the object of the game. You and the monster take turns attacking, otherwise it is just slaughtering targets which have no chance to strike back. You can increase your chance of being able to get the first turn by setting the monster's speed of attack to slow in the game preferences, even if it means you have to chase him down. Once you have caught him, a tap should be sufficient to start your attack, no long hold needed. (I actually like sort of a swipe that brings my character to the monster and taps the monster in one motion.) There is still no guarantee of getting the first turn, but it works aa high percentage of the time.
LVL 108; XP 23,138,749; Gold 1,827,209; 4/23/12
HP 130; AP 4/12; AC 328; AD 55-66; CC 9; CM 0; BC 127; DR 2
RoLS 4; RoL 2; ElyR 4; ChaR 11; GoLF 4; ShaF 4
S Rgn, SP: 1:CE,Ev,SM,EB,PB; 2:WA,HH,Cl,BS,MC,BC,CS,QL,IF,Rgn,MF
HP 130; AP 4/12; AC 328; AD 55-66; CC 9; CM 0; BC 127; DR 2
RoLS 4; RoL 2; ElyR 4; ChaR 11; GoLF 4; ShaF 4
S Rgn, SP: 1:CE,Ev,SM,EB,PB; 2:WA,HH,Cl,BS,MC,BC,CS,QL,IF,Rgn,MF
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- android_version: 4.2
Re: Auto Attack setting
Well, let's resurrect this old thread since I just posted one along the same lines to accompany the patch. And in the way I wrote it, the monster always gets a chance to attack first based upon aggressiveness, as it was prior. However, I still think that some initiative roll should be considered at some point to determine who really gets to attack first regardless of how aggressive a monster is or isn't. If a monster is quick but not particularly aggressive, they should get a chance to attack first IMO.
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Re: Auto Attack setting
hmm...Beirlis wrote:Well, let's resurrect this old thread since I just posted one along the same lines to accompany the patch. And in the way I wrote it, the monster always gets a chance to attack first based upon aggressiveness, as it was prior. However, I still think that some initiative roll should be considered at some point to determine who really gets to attack first regardless of how aggressive a monster is or isn't. If a monster is quick but not particularly aggressive, they should get a chance to attack first IMO.
You can reduce monsters chance of first attack to 0%. If you have enough points in the evasion skill and if you move smartly ingame
Sarumar
..dansing left foot polka with Hirathil
Lvl 313|XP 559721474|Gold 7965188|AP 3/12|AC 516|AD 161-175|ECC 48|CM 6|BC 311|HP 591|DR 2|RoLS 3|RoL 2|ElyR 2|ChaR 45|GoLF 3|ShaF 9|SRoV 28|VSH 13|GoW 1|WMC 1
..dansing left foot polka with Hirathil
Lvl 313|XP 559721474|Gold 7965188|AP 3/12|AC 516|AD 161-175|ECC 48|CM 6|BC 311|HP 591|DR 2|RoLS 3|RoL 2|ElyR 2|ChaR 45|GoLF 3|ShaF 9|SRoV 28|VSH 13|GoW 1|WMC 1
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Re: Auto Attack setting
Hmm, that isn't good. In fact, I've been playing with auto-attack the last few days and I don't like it. Not-so-aggressive monsters never seem to get the initiative. However, the current system unfairly penalizes those who's hardware makes it harder to navigate. I hate not getting to see where I'm going when my finger is on top of the monster because they tend to move out of the way and I don't see it. So I like the idea of auto-attack, but something has to change.
I propose we introduce some type of initiative roll. Thus, who gets to attack first will no longer depend on who initiated the attack, but rather who wins the initiative roll. Monsters that are slow, loud, inexperienced or oblivious (e.g., a troll, young snake, stone elemental, distracted mage, drunken feygard fighter etc.) would get a penalty and those that are fast ("a quick snake"), vigilant (e.g., guards, hunting animals, etc.) or highly experienced (feygard captain, boss mobs, etc.) should generally get a bonus. The conditions Intoxication, Dazed, et. al. can have an initiative penalty added to them and maybe also heavy armor.
Along those lines, I do think it would be cool to give a "stealthy" character a small bonus, maybe by adding an initiative bonus to the Evasion skill, but just not so powerful that you win the roll 100% of the time! Thoughts?
I propose we introduce some type of initiative roll. Thus, who gets to attack first will no longer depend on who initiated the attack, but rather who wins the initiative roll. Monsters that are slow, loud, inexperienced or oblivious (e.g., a troll, young snake, stone elemental, distracted mage, drunken feygard fighter etc.) would get a penalty and those that are fast ("a quick snake"), vigilant (e.g., guards, hunting animals, etc.) or highly experienced (feygard captain, boss mobs, etc.) should generally get a bonus. The conditions Intoxication, Dazed, et. al. can have an initiative penalty added to them and maybe also heavy armor.
Along those lines, I do think it would be cool to give a "stealthy" character a small bonus, maybe by adding an initiative bonus to the Evasion skill, but just not so powerful that you win the roll 100% of the time! Thoughts?
- fiernaq
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- android_version: 2.3 - Gingerbread
Re: Auto Attack setting
Do that and my QSD build dies a fiery death 
Give me some warning before you do that so I can start working on stats other than offense, please

Give me some warning before you do that so I can start working on stats other than offense, please

Level: 58, HP: 102, AC: 295%, AD: 46-56, AP: 2/12, BC: 35%, DR: 4
Gold: 75235 | RoLS: 0 RoL: 0 SRoV: 0 VSH: 0
Skills: IF1, Ev1, Ev2, Ev3, CE1, CS1, CS2, Re1, WA1, HH1, Cl1, HH2, DaggerPro1, LightArmorPro1, ShieldPro1, WA2, Cl2
Equipment: Enhanced Combat Helmet, Serpent's Hauberk, Marrowtaint, Quickstrike Dagger, Remgard Shield, Villain's Ring, Villain's Ring, Leather Gloves Of Attack, Enhanced Combat Boots
Last Updated: 02-Dec-2013
Gold: 75235 | RoLS: 0 RoL: 0 SRoV: 0 VSH: 0
Skills: IF1, Ev1, Ev2, Ev3, CE1, CS1, CS2, Re1, WA1, HH1, Cl1, HH2, DaggerPro1, LightArmorPro1, ShieldPro1, WA2, Cl2
Equipment: Enhanced Combat Helmet, Serpent's Hauberk, Marrowtaint, Quickstrike Dagger, Remgard Shield, Villain's Ring, Villain's Ring, Leather Gloves Of Attack, Enhanced Combat Boots
Last Updated: 02-Dec-2013