Enabled Monte Carlo simulation mode by default
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4 changed files with 12 additions and 18 deletions
13
changelog
13
changelog
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@ -50,14 +50,11 @@ Version 1.13.4+dev:
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command line (i.e. messages appear in the console)
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* Fix bug #24762: Editor actions are out of sync after resizing.
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* Performance:
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* Added an advanced preference (Preferences -> Advanced ->
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Allow damage calculation with Monte Carlo simulation) that, when enabled,
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allows the damage calculation to operate by simulating a few thousand fights
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instead of calculating exact probabilities of each outcome (when a heuristic
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determines that it's probably faster). This method is inexact, but in very
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complex battles (extremely high HP, drain, slow, berserk, etc.) it's
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significantly faster than the default damage calculation method, and may be
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necessary for acceptable performance.
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* When a heuristic determines that it's probably faster, the game predicts battle
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outcome by simulating a few thousand fights instead of calculating exact
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probabilities. This method is inexact, but in very complex battles (extremely
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high HP, drain, slow, berserk, etc.) it's significantly faster than the default
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damage calculation method.
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* WML engine:
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* Add color= attribute to [message].
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* Add [else], search_recall_list=, auto_recall= to [role]
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@ -193,7 +193,7 @@
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name= _ "Allow damage calculation with Monte Carlo simulation"
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description= _ "Allow the damage calculation window to simulate fights instead of using exact probability calculations"
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type=boolean
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default=no
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default=yes
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[/advanced_preference]
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#ifdef __UNUSED__
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@ -33,14 +33,11 @@ Version 1.13.4+dev:
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when checked, only allows registered users to join the game
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* Performance:
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* Added an advanced preference (Preferences -> Advanced ->
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Allow damage calculation with Monte Carlo simulation) that, when enabled,
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allows the damage calculation to operate by simulating a few thousand fights
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instead of calculating exact probabilities of each outcome (when a heuristic
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determines that it's probably faster). This method is inexact, but in very
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complex battles (extremely high HP, drain, slow, berserk, etc.) it's
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significantly faster than the default damage calculation method, and may be
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necessary for acceptable performance.
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* When a heuristic determines that it's probably faster, the game predicts battle
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outcome by simulating a few thousand fights instead of calculating exact
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probabilities. This method is inexact, but in very complex battles (extremely
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high HP, drain, slow, berserk, etc.) it's significantly faster than the default
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damage calculation method.
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Version 1.13.4:
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* Language and i18n:
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@ -1043,7 +1043,7 @@ void set_disable_loadingscreen_animation(bool value)
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bool damage_prediction_allow_monte_carlo_simulation()
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{
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return get("damage_prediction_allow_monte_carlo_simulation", false);
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return get("damage_prediction_allow_monte_carlo_simulation", true);
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}
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void set_damage_prediction_allow_monte_carlo_simulation(bool value)
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