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Viewing 15 posts - 31 through 45 (of 58 total)
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  • in reply to: Crafting Mod v1.0 #24866
    Avatar photolaViper
    Participant

    Thanks for feedback.

    1)Yes, agree. I forgot that undeads have lowHP, so yes deamage should be decreased from 20 to 10. Already fixed.
    2)May be I will add turns limit, for example 5 turn in general give 5-8-11-14-17 damage = 55 vs 20 of basic poison. Idea of this poison to take more profit in long battle, but have less value in short battle.
    3)It’s more “roleplay” item and effects only on Broken Elbow Joint, Broken Knee, Partly Collapsed Lung, Maimed Foot or Weakened Heart. Why only permanent – cause on comon injuries you can influence by Temple treatment. Also I don’t want to give option to ignore permanent injury, and this potion only halves them – coding such behavor takes a lot of time (have to touch each injury to give another stats/text if bro under effect).
    4)First of all just want to create consumable item based on Schrat loot like Lindwurm gives us Acid bottle – so recipe of this is only Glowing Resin. Acid bottle also is not for 13 century Germany. It gives opportunity to protect your archers vs enemies one or give a chance to hide lowHP bro from ranged attacks if he cought a bolt.
    5)With ‘bags’ items from prev version it just give one slot if you carry bandages and antidotes, also using it cost less AP than comon bandages and antidotes.
    6)”Addictive” gives your bro few days off after effect has gone. May be it’s really not enough and breaks my idea to involve low skills brothers to fight, cause confident high skill bro takes more profit. So I think about changing effect to ignore morale (like undead) for whole battle or just few turns – 3-5.
    7)I check big beast resolse – the lower is 130 (Unhold) or other have more. I based calculation on simple enemy like young orc with 65 resolve. Potion decrease current morale of one target in way [200 / resolve] (round up). So young orc will lose 4 morale level, but unhold only 2.

    You can test Blessing Oil (10 dmg), Deadly Poison (still no limits) and Medical Kit in scenarios “Line Battle Undead/Orcs/Goblins”. All other don’t have normal images and verified texts (also i dont know how to add overlay icons on battlebround).
    Better don’t use this mod in normal games cause I’ven’t finished with testing, balancing and clearing.

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    in reply to: Crafting Mod v1.0 #24861
    Avatar photolaViper
    Participant

    Finally I’ve kicked my lazy ass and continue working under modification. I will share it in a few days after release DLC, cause I think it will break some scripts.

    Now I finished (no images and need tests) with “secret crafting” – this new recipes can’t be used before special event has fired. All of them based on some backgrounds, so you need a “right” man in your company – and it’s not Hedge Knights, more often it will be lowborn. Also you need a special situation – like having items in stash or more specific.

    Add 7 new recipes
    1)Blessing Oil – coats your weapon to deal extra damage to Undead (+20 damage up to 4 attacks)
    2)Deadly Poison – lasts until target dies, starts with 5 damage and increases it by 3 per turn (with Resilient only by 1)
    3)Bull Potion – halves penalty from some kind of permanent injuries. Last 2-4 days
    4)Flashing Potion – blinds target and bystaders (33% change) and descreses their vision
    5)Medical Kit – kind of bag, but “keeps” bandages and antidotes. Has 3 charges to cure your brothers, recharge with Medical Supplies after battle
    6)Dope Salt – makes your man “high”, increases morale at start of battle to maximum, but halves gained exp. Lasts 1 day, addictive
    7)Scare Potion – decreases target morale based on its resolve (up to making it flee). Like range attacks can hit wrong target, so be careful

    Next few days may be I also spend on modification, currently I’m working on events which give you opportunity to build in small town one building. If small town has only 1 building and your company have man with suitable background – apprentice (armor or weapon -smith), monk (temple), bowyer (fletcher). I’ve not decided about other one – like kennel (houndmaster), tavern (servant/pimp and etc), taxidermist (beast slayer). And training hall is also a bit strange, cause this building belongs to big city.

    in reply to: Paul´s Art Corner #24860
    Avatar photolaViper
    Participant

    Hi @Paul, the same qustion as before – do you have any images or icons, which haven’t used in future DLC and you can share them with us. I continue working under small modification and would be glad any “bb-style” images instead of grabing them from another places.

    in reply to: Add talents to preview reveals #24652
    Avatar photolaViper
    Participant

    But we know exactly what we buy in market or other shops, and even training hall gives us exactly result.
    We can estimate how much current sword is broken, but can’t see that some guy doesn’t have leg?

    So, gambling with mercs looks a bit bothering. Also it’s only one that can be abused with save-load.
    As for me there are two options to make it fair – “hide all” and “show all”. In first option – you can’t see stars even after hiring, but can guess after few lvlups. In second option – you can see all parameters of merc, but must pay more for better guy.

    in reply to: Crafting Mod v1.0 #24481
    Avatar photolaViper
    Participant

    Bags, you mean just items? But it collides with perk Bags and Belts – so if you will not use this perk so you can use this items without problems.
    Anyway, this items need a small changes with whole “stash system”, so if you also use another modes, you can have some troubles.

    With legendary mod I can write its owners and tell how implement this items to their code.

    in reply to: Crafting Mod v1.0 #24368
    Avatar photolaViper
    Participant

    So you can ask @Coffee about merging our two mods together.
    As for me, I don’t use their mode, but of course they’ve done great work. I started late and I base my mode on idea have no conflicts with new DLC.

    I plan extend my mode with crefting which depends on background – add some events, when party get new recipes if contains some brothers with right background. For example – assasin will tell about “Deadly Poison”. But I don’t know how many time it will take.

    in reply to: Essential Mods and offical new Updates #24301
    Avatar photolaViper
    Participant

    Adding code from another source, author is a big deal.

    So as I can estemate, it will not be so simple and in the same time as dlc. But after, devs may be spend a bit time to extend game.

    in reply to: Paul´s Art Corner #24297
    Avatar photolaViper
    Participant

    May be, or guns can be “ranged hammers” and deal a lot damage to armor.

    in reply to: Paul´s Art Corner #24279
    Avatar photolaViper
    Participant

    Suddenly it’s already used for orc cave, thanks anyway :)

    in reply to: Paul´s Art Corner #24275
    Avatar photolaViper
    Participant

    Honestly I have no idea. I only wok with PSDs, PNGs and JPGs of course.

    I just found such files in game data. As I understand this files contain sprites, but it’s not zip-package.
    How you upload new images in game or it’s not your part of work?

    UDP, this files contains info about position of image :)
    So, do you know name of this sprites? What kind of locations is it for?

    View post on imgur.com

    in reply to: Warbrand update #24185
    Avatar photolaViper
    Participant

    Hah, now it is universal answer for all topics in this section :)

    in reply to: Paul´s Art Corner #24183
    Avatar photolaViper
    Participant

    Also want to ask how to open .brush files?

    in reply to: B@E some fb from RusBear #24151
    Avatar photolaViper
    Participant

    Many times I have regretfully seen situations when the killing of several youngs from a group of more than 10-12 orcs led to a panic of completely unharmed warriors and even a warlord.

    Yeah, I also think about this, but in case of brothers team. Why Noble or Knight so becomes excited when enemy hurts refugee or beggar – death of lowborn brother shouldn’t worry anyone with combat or noble background.

    in reply to: Paul´s Art Corner #24145
    Avatar photolaViper
    Participant

    Really like to ask about guns (muskets) to be implemented to this game? Like I gave some suggestions if you want to check that out.

    The idea of different weapons – to be different :)
    I mean, now Bow has bigger range and can shot twice, but crossbow have more damage and cost only 2AP for shot, then you can swap weapons. So What the idea of Guns?

    in reply to: Paul´s Art Corner #24102
    Avatar photolaViper
    Participant

    What kind of icons are you looking for? Active skills? Backgrounds or something like that?

    I think consumable items like potions,
    but as i see, each needs 2-4 images – one 70×70 for stash, second for battle 56×56 (with greyscale). And may be extra one for status (also 56×56 but in cicrle) or even two like Spider/Goblin Poison.
    For settlement events or backgrounds you also use 56×56 in circle, so I can reuse perks/skills images for it.

    Also want to ask – what is your (mean all team) attitude to mods? I know that now mods mostly break balance like 20 bros in battle or making super-stats brother. But if some mods were good enough, would you have plan to include it into game?

    I guess it definitely would add something to the game to shield bash enemies into a pit

    May be just increase damage from current falling, making it depend on max HP of target.

Viewing 15 posts - 31 through 45 (of 58 total)