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"Wait so you are telling me that you gain extra accuracy from missing in vanilla? Now that's screwed up!"
This is actually fairly common in turn based strategy where "to hit" is calculated in % and a significant part can be left up to luck, it "stabilize" the randomness of high or low luck, anyone who played the early X-COM games can attest to that, I've personally tallied instances of missing 7-8 times in a row with a calculated "to hit" of 95% and up.
Whether you think it's fairer or even cheating in a sense isn't wrong, but most game devs and players seems to agree that a mechanic that "feels" right is better than hard % chance.
It’s possible to change caps to 5-95% (see “cutoffAlways...” values in shared/rules.json), but it has to satisfy [lowercap + highercap = 100%].
The behavior of buff/debuff duration (expiring before an action) is hard-coded, and I left their durations unchanged. One of my mods boosted some of buff effects based on their 2-action duration.
But I’m not changing this mod’s design. “Bugfix” is rather vague an idea for me and I want to keep this mod’s feature(s) minimal.
Also, could it be possible create caps of 5%-95% CtH? Without extra hidden values and a correct display. And have you thought about making buffs and debuffs lastig 3 turns and not 2, as it happens now?
Really like your bugfixes!
I admit this mod is not well-accepted, with only 46 players trying it in these 2 weeks, and 9 of them un-subscribing, and presumably some more disabling it but just not un-subscribing.