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Posted by TheMasterGear, Apr 9, 2020 at 9:59 am
badbeaver wrote
When wrestling is added in IVAN, sure, but it doesn't have that. The system is much simpler.
That's why Dwarf Fortress's combat is so fun. Even if Ivan's system is much simpler, it can still simulate that anyway. If what Ischaldirh is true, then it's pretty much close to what I'd like, but I'd probably make the cap higher.

badbeaver wrote
It does, I think. At least it is very effective. A lategame IVAN character usually has insane dex, so why wouldn't an extremely dexterous person be able to use two weapons effectively? Even in the real world people used two weapons, to have more combat flexibility and to be able to parry much better. The damage and STR isn't everything.

Oh no, that's not a problem, dual-wielding should be powerful for an "insane dex" character. It's when they don't have extremely high dexterity and dual-wield. Because dual-wielding is almost always better damage than using a two-handed weapon, then they too end up overpowered when duel wielded. Dual-wielding shouldn't always be so compelling, so two-handing builds are more common. I'll have to back up my argument with documentation to prove than duel wielding just isn't this effective as most games think it is.

EDIT: Like this, and this, and this, and this too, and this as well. Yes, even if you're ambidexter, you still wouldn't attack twice as fast! This is due to how weapons are wielded, redundancy, and mechanical leverage of your body.


badbeaver wrote
STR already influences weapons enough, I don't think there is any need to complicate it. Weapon breaking according to STR could lead to unplayable games, as some characters reach >400 STR with artificial limbs
By the time you get an arm that strong, you would likely have a weapon that can handle that strength.
Posted by TheMasterGear, Apr 9, 2020 at 9:36 am
Cmake has been working for me after I changed the version in the CMakeSettings.json to "generator": "Visual Studio 16 2019"
Posted by TheMasterGear, Apr 8, 2020 at 5:35 pm
badbeaver wrote
Dual wielding one-handed weapons is, well, kind of silly - handles on one handed weapons aren't designed to be used with two hands. Try to use a knife with both hands. And they don't generally require much strength to use, so what's the point anyway?

The point? More leverage, namely, when used when wrestling to deal more damage like break bone or to free your weapon in a bind. That's just one thought.

badbeaver wrote
Only dexterity influences attack speed. As far as I know, if you double-wield, weapons attack just as quickly as they usually would if you one-handed them.

So wouldn't duel wielding two weapons double your damage output?
You don't see people duel wield handguns, melee weapons while they're not nearly as precise as guns, they wouldn't be just twice as effective as using one weapon in two hands.

Ischaldirh wrote
My knowledge of game mechanics is a bit dated, so take this with a grain of salt. But as I recall, in game, damage and accuracy are influenced by strength. A weapon has a minimum strength required to use it, determined (primarily? exclusively?) by it's mass. For each point of strength above that minimum, you get a bonus to damage and accuracy (hence the "This weapon is difficult to use" messages - you aren't getting full benefit because you aren't strong enough). This is capped at some point (+5? not sure).

However, you can wield some (most) weapons in both hands (daggers, short swords, long swords - notable exceptions, one handed only). This means you are using the strength of BOTH arms, rather than the strength of only one arm. So, you can use the two-handed sword. But if you are strong enough to swing a two-handed sword with one hand, you don't really get any benefit by putting your other hand on it.

So, to answer the original question, yes, arm strength is doubled (or thereabouts) when using a weapon with both hands. However, beyond a certain point, more strength doesn't provide any benefit, thus rendering the point moot for smaller weapons. And when your right arm is made of steel, every weapon is small.

There's a flag in the item script for a weapon being able to be two-handed.

But that sounds about right. So you do get a bit of damage bonus if strength is higher than weapon's requirement. Though I'm sure if you had super strength, using a weapon would still help with piercing damage or range. You would just break the weapon really fast as the drawback; thus you'd want a tough weapon like a mace or a club.
Posted by TheMasterGear, Apr 8, 2020 at 12:07 pm
fejoa wrote
Two-handing should be thought of as a penalty, until you have enough arm strength to dual-wield.

red_kangaroo wrote
Two-handed weapons are generally big, which also means that they have higher damage and block values compared to one-handed weapons made of similar materials. They don't really need another buff.

But as fejoa said, 2H weapons are already strong when two-handed, but become even better when you have the AStr to dual-wield them.

It doesn't matter, war swords or not, using both hands would deal somewhat more arm strength damage regardless of the size of the weapon. I also thought that one-handed weapons should be made into two-handed weapons because you can put both your hands over each other on the grip.

Edit: The main problem is duel welding. Only the most gifted of ambidextrous would be skilled enough to attack twice as fast when dueling vs using one weapon. Unless that's not the case in Ivan?
Posted by TheMasterGear, Apr 8, 2020 at 11:53 am
red_kangaroo wrote
The spreadsheets are a bit hard to compare, given how each has differently sized columns and different order of entries.

The file isn't complete yet. The green entries are implemented into my game for testing. The goal of this overhaul is for realist values, other than giving farming weapons higher damage than they would.

I just wanted to show my work so far. I'll be making a full overview post when I'm done.
Posted by TheMasterGear, Apr 6, 2020 at 3:57 pm
red_kangaroo wrote
That's my dream, too. Maybe one day I will figure out how to do that.

What I think is the hard part is trying to get the random overworld tiles not overriding the dungeons and towns. One idea could help would to have all locations spawn before triggering events, even if that could cause sequence breaking.
Posted by TheMasterGear, Apr 6, 2020 at 1:00 pm
capristo wrote
I don't think there's ever been a limit on how early a material can appear

Batman? wrote
I have noticed in the later versions that high power materials appear significantly more often than they had in .50. Im not sure how the rarity of a materials generation is regulated , but I think it should be reviewed. This is all anecdotal by the way - I have no actual data to support this.

I'm comparing this from the 0.56 and earlier versions. I don't know if I'm getting lucky, but I almost always acquire a weapon that's way better than I should right the first or second floor before "Genny".

By the way, from debugging while making my ongoing weapons and armor overhaul mod, I found that being made of Valpurium is far worst for danger level than having Valpurium gear.

I will gladly rebalance the material chances when I get to making my material list.

P.S. I already miss the starting fanfare when you start the game.
Posted by TheMasterGear, Apr 5, 2020 at 11:13 am
Is it just me, or are overpowered materials like UKKU_STEEL, DARK_MATTER, and ARCANITE spawning far too early? Like on the first floor of the underwater tunnel?

This is bad I.M.O. because if an enemy gets their hands on these they can one-shot you, or vice versa. You can easily cut down the first boss without trying.
Posted by TheMasterGear, Apr 5, 2020 at 10:10 am
I've been browsing the code, but so far I've haven't found if arm strength damage is doubled for two handing vs one handing a weapon. This would be a good buff for two handing if this isn't already the case. Also parry chance should be higher if two handing your weapon, even though you would have less a bit reach.
Posted by TheMasterGear, Apr 5, 2020 at 10:01 am
fejoa wrote
New players also often find their characters starving to death looking for a place to go.

An easy bandaid solution, for now, would be to disable hunger gained on the world map.