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removed all weapons from starting inventory and made weapons purchasable #249
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this PR removes all weapons from starting inventory therefore making weapons to be purchased
this commit makes the weapons purchasable
ujjman
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removed all weapons from starting inventory
removed all weapons from starting inventory and made weapons purchasable
Nov 17, 2021
jdrueckert
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Nov 17, 2021
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Can you please add some information to the PR description detailing why you chose the respective values for the different items? For instance, why does the waraxe cost twice as much as the sword or spear?
jdrueckert
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Category: Gameplay Content
Requests, Issues and Changes targeting gameplay mechanics and content
Topic: UI/UX
Requests, Issues and Changes related to screens, artwork, sound and overall user experience
Type: Improvement
Request for or addition/enhancement of a feature
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Dec 4, 2021
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Category: Gameplay Content
Requests, Issues and Changes targeting gameplay mechanics and content
Topic: UI/UX
Requests, Issues and Changes related to screens, artwork, sound and overall user experience
Type: Improvement
Request for or addition/enhancement of a feature
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Fixes #248
This PR removes all weapons from starting inventory. It makes weapons purchaseable and attempts to balance them a bit better.
We do have different dimensions along which we can assess the (combat) value of a weapon:
Time to kill is
ceil(playerMaxHealth / damage) * cooldown
withplayerMaxHealth = 100
.Starting money for players is 100.
Melee weapons - sword, axe (, staff, spear)
Ranged, ammo-less weapons - staff (fireball)
Ranged, ammo-requiring weapons - Crossbow (arrows)
Ranged, pick-up weapons - Spear (throw)