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Posted by red_kangaroo, Apr 17, 2020 at 1:07 am
TheMasterGear wrote
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.

That's actually the easy part. All the dungeons and towns are generated during worldgen, they're just hidden until you reveal them somehow. So we can simply check if there is any dungeon on the worldmap tile before generating a wilderness location.
Posted by red_kangaroo, Apr 10, 2020 at 3:30 pm
33) Kill One-eyed Sam.
Posted by red_kangaroo, Apr 9, 2020 at 5:35 pm
IDK if I would penalize certain weapons or playstyles. The "broken" dual wielding only happens late in the game when the player can also have artificial limbs and God tier stats. It's also balanced out by the brutal difficulty of some of the end game enemies.

Thus in early game, dexterity requirements could put players off some builds, while in late game, they wouldn't matter for players that build for high stats.

Handedness could be a nice hidden statistic, like talents. But if we have right handedness, we should definitely have left handedness!
Posted by red_kangaroo, Apr 9, 2020 at 5:24 pm
Ischaldirh wrote
snip

+

I think the three fighting styles are well defined, designed and with the shield buff even well balanced. Dual-wielding is not really OP, IMHO. See how many enemies use two-handed weapons and are deadly with them.

RE: buffing sword blocks. You would need to balance this change out. The swords are already pretty good. If you boost their block without some counter, you're buffing already good weapon for no good reason.
Posted by red_kangaroo, Apr 9, 2020 at 2:36 pm
capristo wrote
Idk I think the weapon system is pretty well balanced as it is

I think so, too.

TheMasterGear wrote
I remedied this problem by buffing their roundness because swords and dagger have cross guards to block with and are very well balanced compared to other weapons in history.

I think you misunderstand. The lower block value is not a problem, it's intentional, because of game balance.

TheMasterGear wrote
Dual-wielding weapons that wouldn't be possible to wield due to their size, not just their weight.

You cannot mix "realism" and superpowers. With as much LStr as it takes AStr to dual-wield halberds, you can kick down weaker walls (you can try it in UT, it's fun!). When the PC has enough AStr to dual-wield halberds, they are basically superstrong and can wield whatever they please.

TheMasterGear wrote
It's not that bad, I gave it a try, and I can easily wield a knife with both my hands. But I do agree that small weapons are generally suited for one hand because they're so small and light. But if you had a knife made of weighty material, you better use it in two hands.

And can you swing with it at an opponent? Or at least try stabbing it into something. It will be very awkward, if you can even retain your hold.
Posted by red_kangaroo, Apr 9, 2020 at 12:42 pm
JoKe wrote
Just as a thought, since we already have a strength minimum for one-handing a weapon, why not a dex minimum for dual wielding? Using something short like a dagger isn't too difficult to make use of in your offhand when compared to a longsword that's bound to get in the way used by someone without the skill required.

TheMasterGear wrote
What I was thinking was giving every weapon a dexterity penalty just like armor, where having bigger weapons has a higher penalty just like heavier armor. This penalty will help a lot, making oversized weapons for dual-wielding a lot worse and will buff hand-to-hand and kicking. You have a good idea too!

That already is in the game.

If you check, larger weapon already have overall lower accuracy ratings than smaller weapons. Adamant dagger will still be rather accurate, but an adamant longsword will be very inaccurate. Dual-wielding smaller weapons is already much more viable than using any larger weapon, until we start to get into superhuman AStr and Dex, and then any real-world analogy falls apart. And two-handed weapons are already stronger than small weapons because they use AStr of both of your hands, pack a bigger punch and are good at blocking.
Posted by red_kangaroo, Apr 8, 2020 at 8:28 am
The spreadsheets are a bit hard to compare, given how each has differently sized columns and different order of entries.
Posted by red_kangaroo, Apr 8, 2020 at 8:21 am
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.
Posted by red_kangaroo, Apr 7, 2020 at 2:12 pm
capristo wrote
Sadly the save files don't work at all anymore, it crashes immediately when I load the save (presumably it entered the new area, and autosaved there)

Can you still load the backup file? When you try loading the game, it should prompt you to use either the backup or the autosave, maybe the backup will not be corrupted.
Posted by red_kangaroo, Apr 6, 2020 at 3:41 pm
TheMasterGear wrote
An easy bandaid solution, for now, would be to disable hunger gained on the world map.

I don't think that will be necesarry with the smaller/better worldmap fejoa wants to work on.

capristo wrote
I still dream of being able to descend into any square and just have a wilderness level with lots of natural enemies and food.

That's my dream, too. Maybe one day I will figure out how to do that.