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Viewing 15 posts - 766 through 780 (of 1,179 total)
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  • in reply to: Red Fog – The Impact of Injury #6749
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    Keymaster

    Too early to go into the specifics. We’ll let you know with a dedicated blog post once we’ve finalized the injury mechanics and they’ve made it into the game.

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    in reply to: Battle Stuck #6748
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    Keymaster

    This was fixed in 0.5.0.4 some weeks ago. In other words, it’s already out.

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    in reply to: Red Fog – The Impact of Injury #6724
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    Keymaster

    Some events will also make use of the injury mechanics, e.g. the ‘training acident’ event may cause a concussion, or a sprained ankle with penalties relating specifically to movement, instead of the generic loss of hitpoints it has now. Other than that, however, the injury mechanics will work independently from events, and injuries are gained mostly due to your actions in tactical combat.

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    in reply to: Red Fog – The Impact of Injury #6722
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    Keymaster

    Injury mechanics are a planned feature, although they’ll work a bit different from what you describe. Because this will require giving your Battle Brothers some time to rest and heal every now and then, we want to introduce it only once the player has an extended roster that allows for rotating people in and out of ‘active duty’.

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    in reply to: Pre-Battle Placement #6690
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    Keymaster

    A pre-battle formation setup of some kind is a planned feature. This won’t require any perks to use. There still will be occasions where it won’t be available, however, such as when being ambushed.

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    in reply to: Before the new big step forward #6667
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    Keymaster

    Well, this is how a game with random hit chances across the whole spectrum plays out. There is nothing wrong with the random number generation in the game on a technical level, the human brain just isn’t particularly strong at working with chance and probability. Try playing poker for money if you want to get real mad at chances ;)

    As mrbunnyban suggested, a possible alternative on a design level would be like Pillars of Eternity handles it; adding more outcomes inbetween the binary choices of ‘hit’ and ‘no hit’ would even out the damage sooner, i.e. require a smaller sample size on average for the actual damage to approach expected damage numbers and reduce the element of luck. However, it would also diminish the impact that a single hit has, both in damage numbers and emotionally, since you’re kind of always hitting for small amounts of damage. This would change the feel of combat (and ultimately the game) quite a bit, away from the generally fast and deadly style we want it to have, more towards applying constant damage over time. It’s not perfect either way, but we’ll probably stick with the system we have.

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    in reply to: Orc Warrior And Repel #6623
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    Keymaster

    There was a typo in the tooltip, which is why it didn’t show correctly for the Repel skill. Fixed for the next update.

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    in reply to: Game crashes when Charging Orc Young dies on spear wall #6588
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    Keymaster

    Zip das Logfile einfach, dann wirds klein genug.

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    in reply to: Game crashes when Charging Orc Young dies on spear wall #6582
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    Keymaster

    Please attach your logfile as described here when reporting bugs. Thanks.

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    in reply to: Zombie Apocalypse Bug #6578
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    Keymaster

    You should update to the current version (0.5.0.4) as this issue, I believe, was fixed.

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    in reply to: Error and back to desktop #6551
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    Keymaster

    Fixed for the next update.

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    in reply to: Error and back to desktop #6514
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    Keymaster

    Can you zip the logfile and/or compress the image? Thanks.

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    in reply to: Scouts report #6495
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    Keymaster

    Good idea.

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    in reply to: Orc's charge-jumping bug #6492
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    Keymaster

    Should be fixed now.

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    in reply to: UI Stops working on Cultist Conversion event #6489
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    Keymaster

    Fixed.

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Viewing 15 posts - 766 through 780 (of 1,179 total)