Healing rate technologies available from temples increase healers heal rate by 20% instead of 25% as intended. This patch fix that issue.
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Test in game if the patch really works :)
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Can you prove the correctness of the patch, especially in context of the referenced ticket?
"<element name='Rate' a:help='A heal is performed every Rate ms'>" +
So that "Rate" is a time in fact. Confusing naming.
Actually this fixes something which isn't broken: 1/0.8=1.25 so it already increases it by +25%. With your change it would be 1/0.75=1.333, i.e. a +33% increase, which is not as intended.
- first step:
"Healers +25% healing rate" -> Healers -25% heal repeat time"
- second step:
Rate -> RepeatTime change in the code
Honestly I think that +25% healing rate and +25% attack rate looks more fancy than -25% heal / attack time, thus i wonder if we could change the code to compute the currect rate thus add multiply: 0.25 instead of 0.20 in similar code.
Despite personal opinions, this conversion makes me think that perhaps gathering rate uses the same code? some of those technologies display 15% rate in tooltips and multiply by 0.15 in the code.
I don't care of strings, you can find something better. I just focus on numbers. And that's not a rate but a repeat time. And also consistency.
And also I will cook. Lazy.
The only thing that struggles me is: some of those technologies display 15% rate in tooltips and multiply by 0.15 in the code. Is it a real rate or is it a repeat time like for the attack and heal? ( thank you for the quick reply :) )
The only thing that struggles me is: some of those technologies display 15% rate in tooltips and multiply by 0.15 in the code. Is it a real rate or is it a repeat time like for the attack and heal? ( thank you for the quick reply :) )
Can you precise? (also take care that sometimes we can do a computation in the tooltip)
example of resource gather rate tech:
"tooltip": "Workers +50% lumbering rate for trees.", "modifications": [{"value": "ResourceGatherer/Rates/wood.tree", "multiply": 1.50}],
example of heal rate tech:
"tooltip": "Healers +25% healing rate.", "modifications": [{"value": "Heal/Rate", "multiply": 0.8}],
example of resource gather rate tech:
For that one it's ok. Those rates are in fact a multiplier of the base speed which is the actual gather rate (iirc).
To be sure of that kind of thing, just check what the code do. (Don't trust tooltips or names).
template_unit_support_healer.xml
<Heal> <Range>12</Range> <HP>5</HP> <Rate>2000</Rate> <UnhealableClasses datatype="tokens"/> <HealableClasses datatype="tokens">Human</HealableClasses> </Heal>
I'm not sure why healers need both HP and Rate? Why can't they just use one rate like almost everything else (resource gather, build, garrison regeneration, territory decay, garrison heal, idle heal, aura heal)? Does the animation take 2s to complete? (I didn't look into the code.) I understand that attacking needs a repeat time otherwise catapults would fire projectiles just as often as archers, which obviously isn't right, but I don't see why healers need it.
My solution would be to nuke HP and Rate, replace them with a new HealRate (or just Rate) = 2.5, and then have the tech multiply that by 1.25. That's what temple garrison healing does, for example:
"genericName": "Divine Offerings", "tooltip": "Temples +50% garrisoned healing rate.", "modifications": [{"value": "GarrisonHolder/BuffHeal", "multiply": 1.5}],
You have the answer to your question.
Keep that consistent with attack.
A structure healing something inside it is not the same thing as a unit healing something.
I don't see any matter, issue, problem here.
:X