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Some tweaks and fixes #2
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This commit soft-depends on: - crawl/qw#2 for Depths being four levels deep - crawl/qw#3 for armour switching behavior with the slot rename - crawl/qw#4 for automatic ("streamlined") starting This commit depends on crawl/qw#2 for Depths being four levels deep, soft-depends on crawl/qw#3 for proper armour switching behavior due to the slot rename, as well as crawl/qw#4 for automatic starting.
This commit soft-depends on: - crawl/qw#2 for Depths being four levels deep - crawl/qw#3 for armour switching behavior with the slot rename - crawl/qw#4 for automatic ("streamlined") starting This commit depends on crawl/qw#2 for Depths being four levels deep, soft-depends on crawl/qw#3 for proper armour switching behavior due to the slot rename, as well as crawl/qw#4 for automatic starting.
This commit soft-depends on: - crawl/qw#2 for Depths being four levels deep - crawl/qw#3 for armour switching behavior with the slot rename - crawl/qw#4 for automatic ("streamlined") starting
I merged a commit incorporating two of these fixes, thanks. For the other two, I'm not sure if they're a net improvement. For berserking "red" monsters, from what I've seen we've always added monsters to the scary list manually more based on whether they tend to require it. I'm not sure if berserking red monsters always will in fact increase qw's winrate. The commit doesn't cite any detailed justification or data. Likewise for the cleaving/movement commit there's no justification given, and I'm not sure of all side-effects of those cleaving changes given that they modify multiple plan-related functions. I do now have a setup to run qw continuously now on a test server, but I don't yet have any stat tracking as of yet. Once I set up some stat tracking and also get a sense of what the better qw combos are for 0.29 now that Deep Dwarves are removed, I can try out these commits. Hence I'll keep this PR open. |
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