Various Incursion Timing Problems

Issue #25 open
RMTEW FULL NAME repo owner created an issue

From archive.org mirror of old bug tracker.

I have been interested in this for a while now (several versions), and written down what I could in an effort to understand the Timing Table (Incursion's segment/timeout system). Anyway, at the moment there are a few problems/bugs with timing...

For those who don't know, Incursion uses the following time scale:

1 Day = 24 Hours = 1440 Minutes = 7200 Turns = 86400 Seconds = 432000 Segments

1 Turn = 1 Round = 12 Seconds = 60 Segments

A Segment is the smallest unit of Incursion time. This unit is rarely used directly, save for Skill, Ability or Feat descriptions and in special situations, such as Paralysation and when Counterspelling.

A Turn is equal to exactly 60 Segements. On average, this is two attacks or six squares of movement. A Round is synonymous with Turn. Durations, listed under [C]onditions in the Character Screen ([d]), are shown in Turns. Thus, a damaging effect with a duration of 4 will usually wear off after taking 24 steps, depending on speed. Knowing this, you can work out some useful info - for example, if you have 5 Turns of Levitate left, you'll be able to move about 15 squares on average, since Levitate halves your speed.

  • AutoRest is not reporting the Turns Taken correctly. It is over-reporting Turns by about 3.7x - 6 Turns report as 23 Turns, 15 reports as 56. (This means that the 1000 Turn limit on Autorest is not really 1000 Turns - but it is a Long Time. Making it actually 1000 Turns might be overkill.)

  • The Game Option for Precise Time has two problems. The TURNS setting of Precise Time is actually SEGMENTS. The Help Info of Precise Time reports 5 Turns to the Second. This is incorrect - it is 5 Segments to the Second.

  • Speed is always rounding segments down. That is, a Movement Rate of (for example) 215% should give a 4.7 Segment movement cost per square. This rounds down (always) to 4 Segements. An Attack Rate of (for example) 255% should give an 11.8 Segment cost per attack. This rounds down (always) to 11 Segments.

  • Shoulder and Belt slots are strange. Moving an item FROM a Shoulder or Belt slot takes no time. Placing an item in a Shoulder or Belt slot takes time as normal... EXCEPTION: Stones (and maybe all items that grant bonuses that must be adjusted when the item is removed) take the normal time to remove and place in the Shoulder and Belt slots.

  • Throwing Attacks are being overcharged. This is only throwing, not ranged, and this is independant of the slot the throwing item is in (also, taking from Belt and Shoulder slots is free, as above). For example, a 200% attack takes around 37 Segments. A 100% attack can expect to take about 75 Segments.

** Worked out what is happening. Most throwing items are being given a base speed of 50%. Their 'actual' speed is being assigned to their Melee mod, instead. The exception is the Bolas, Shotput and Boomerang, which are getting the correct Thrown speed. Bumped up the Priority, since this issue affects 70%+ of thrown weapons (and, by extension, many classes and races. Halflings and thrown rocks, for example).

*** Further investigation has revealed that what is actually happening is they are using the mod for whatever weapon you are wielding. If you wield a melee weapon (and only the Bolas, Boomerang and Shotput count as Thrown weapons when wielded) the speed mod is 50%, if you wield a Thrown weapon (one of the three just mentioned), the speed mod is equal to that of the weapon. That is, I can throw 90% speed rocks at 70% speed when I wield a Bolas (since the Bolas sets my Thrown mod on the character sheet), but I will throw 90% speed rocks at 50% speed if I have a melee weapon wielded (which includes the rocks themselves).

  • Speed is being rounded down at each bonus. For example, a level 1 Warrior (+0.05%) with Haste (+150%) and a 90% weapon gets 135% Speed. He should be getting 140%, but it seems that the calculation is rounded down after Haste (before the weapon speed is considered).

Suggestion:

  • I'd use Rounds over Turns when dealing with duration nomenclature. First, it fits with both the OGL and Roguelike convention (where Turns would typically refer to Incursion's Segments). Also, the fact that Turns and Rounds are the same thing is confusing to those who know the OGL rules (where Rounds and Turns are different things). (Of course, I'm assuming that they are meant to be the same. Combat affects are often described in Rounds, and some objects, such as torches and produced flame list Turns that are the same as Rounds, so that's where I'm getting my assumption from).

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