Wayfarer/anchorite cost rebalance#1040
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Perhaps we make the minimum of 1 metre only apply to the cost, as to avoid breaking existing Hexes? |
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Hmm, good point |
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May 11, 2026
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LGTM with a couple of nits
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| var cost = (theArg * 2 * MediaConstants.DUST_UNIT).roundToLong() | ||
| // Cost for anchorite does not decrease below 1 meter | ||
| if (type == Type.LimitRange) cost = max(cost, 2 * MediaConstants.DUST_UNIT) |
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Nit: can we refactor the 2 * MediaConstants.DUST_UNIT into a separate variable so the logic is a bit more clear?
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| - Changed the `media_consumption` attribute to only apply to player-based casting, by Robotgiggle in [987](https://github.com/FallingColors/HexMod/pull/987). | ||
| - Decreased the cost of Wayfarer's Flight to 2 dust per second, by Robotgiggle in [#1040](https://github.com/FallingColors/HexMod/pull/1040). | ||
| - Increased the cost of Anchorite's Flight to 2 dust per meter and capped the cost at 2 dust for radii below 1 meter, by Robotgiggle in [#1040](https://github.com/FallingColors/HexMod/pull/1040). |
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Nit: could probably just put both of these in one line with a bit less detail
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Anchorite's Flight has always been remarkably cheap for what it does, and Wayfarer's Flight is so much more expensive that there's hardly any situation where you'd want to use it. This aims to fix both of those problems.
Also, adding a minimum cost to Anchorite prevents people from using it to go straight up and down (or block fall damage) effectively for free by providing an extremely small fractional radius.