The RNG of Mordheim V1.4.4.4

General discussion with other Mordheim: City of the Damned players.
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MasterN
Posts: 82
Joined: 16 January 2016, 10:49

The RNG of Mordheim V1.4.4.4

Postby MasterN » 19 January 2017, 13:17

Hi there, how are you doing?

So quite some time ago I posted this: viewtopic.php?f=65&t=2205

Official response a month later read:
Hi there!

Unfortunately, two more corrections eluded the patch notes and I have updated them accordingly! One of them includes the fix for the issue you have pointed out, MasterN (Thanks again to everyone who helped us find this bug with all the data that was compiled!).

Best regards,
Although I don't remember exactly what patch that was...


So for a while I had to work a bit more intensley and came back about 2 months ago.
As promised here (viewtopic.php?f=65&t=2172) I updated the software and started collecting logs again.
Do we have good news or bad news?

Well.... It's not better than it was a year ago... not fixed.

Collected over 100 logs, more than 17000 rolls...

1.: Total Rolls, Total Player Rolls, Total AI Rolls
https://s29.postimg.org/cstmhahcn/Total_Rolls.png

2.: Player melee and ranged hit rolls, AI melee and ranged hit rolls
https://s29.postimg.org/lzbx4kml3/Hit_Rolls.png

3.: Player melee and ranged crit rolls and warp rolls, AI melee and ranged crit rolls
https://s29.postimg.org/4xehoqic7/Crit_Warp_Rolls.png

Same issues as before. BUT I found out that the problem is probaby also affecting ranged attacks.
As before it affects both player and ai rolls. As before it is a slight bit better for the AI...


The final hypothesis is still the following:

There is a chance between ~21% and ~31% to hit a '1' after a miss.

I came up with that for the following reasons:
a) One can roll several misses in a row (so you don't get a '1' after each miss)
b) Simply rolling lower after a miss would not yield such a high amount of '1's
c) One can roll high and hit even after a miss
Attachments
Logs 1.4.4.4.zip
my logs
(285.92 KiB) Downloaded 35 times
logger.c
the new source code. ignore the matrices, they don't work yet ^^
(12.28 KiB) Downloaded 33 times

Arganan
Posts: 54
Joined: 14 February 2015, 13:38

Re: The RNG of Mordheim V1.4.4.4

Postby Arganan » 22 January 2017, 18:41

Tanks again for your investigation. I hope the devs will take a look again. . . and don't forget us.

User avatar
MasterN
Posts: 82
Joined: 16 January 2016, 10:49

Re: The RNG of Mordheim V1.4.4.4

Postby MasterN » 23 January 2017, 11:37

I was only improving my code when I noticed that the issue was still present. I invested no particular effort ^^

The Devs are probably busy with Necromunda (40k Mordheim ~~).
BUT... I think that this may be an opportunity for mordheim. They'll probably stick to the same engine (Unity). As such they may use their experience with mordheim to try different approaches there, and if that works, maybe they'll port it to mordheim...

I have no Idea how this particular issue came into existance, but I'll put all my knowledge to work to suggest a solution for a fix...

The worst issue (from a game-breaking point) are still the desyncs. Followed by issues on ramps and stairs (I believe...).

And while this issue is annoying it is still "fair". But also easily fixable...


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