I tried several combinations of movement + boosts + encumber, and I found the following bugs (in red): Run + Chilling Rime = 2 Run + Chilling Rime + Frost Jolt = 1 QA + Run + Frost Jolt = 3 QA + Slow + Frost Jolt = 2 QA + Thick Hide Armor + Frost Jolt = 3 QA + Run + Frost Jolt + Cone of Cold = 3 This bug seems to result from Encumbrance being applied to the base movement value, which can't be reduced below 1 (excepting Slow which has a base move of 0), instead of the base + boost movement value. Boost effects are applied after the (possibly truncated) encumber effect, leading to extra movement points when fully encumbered.
Not sure it's a bug, but I personally would prefer if encumber applied after the boosts (especially given the nerf to encumber). @Jon?
If we apply the "minimum 1" at the end, the order we apply boosts and encumber won't matter if we allow negative intermediate values.
Haven't had time to make it over to the test server yet, has anyone tried encumber and step moves? Are they still move 1 minimum? Has anyone tried Slow and encumber without boosts? Does it result in movement 1?
Squidy and I tested this. Slowed is still 0 with encumber, but if you have boosts they apply directly to the 0 and the encumber doesn't matter.
I'm late to the party, but got the same results as neoncat & Flax. (I remembered yesterday's question, but didn't read all today's posts. ) Step attacks also receive an encumbered minimum of 1. (wai?) Slow is kind of a non-issue aside from boosted movement. I'll opine that movement, boost, and encumber (in that order) should be calculated before setting the minimum move to 1. Some systems don't work well with negative numbers, and this would avoid the problem.
This is working as intended, in the sense that I knew the code would work that way. I wasn't 100% sure how it should work though. The reason I coded it this way (encumber is applied first, can only reduce to 1, then boosts are applied) was to: Provide a consistent system that didn't rely on the order that the effects triggered in (which it did previously). Ensure that move boosts were as useful as possible. Perhaps its more intuitive for the total encumber and boosts to be summed and then applied to the move value which is thresholded at a minimum of 1. I'm open to opinions either way.
Encumber got a big nerf anyway (not being possible to lock down targets with it), I don't think it needs another one. I definitely vote for this option. More intuitive and more reasonable too.