b0rsuk, pennomi: sure I'll take a look at that. The vendor is simply sorted by item ID, which is fairly arbitrary (and is organized because I'm the only one making official items so far). By the way, feel free to add these kinds of things as enhancement requests directly into the Google Code project.
In a future AI pass, I could give monsters better tools to avoid this melee kiting. Something like this:
If I'm approaching the hero, and one more step would put me in his melee range, and the player has started his attack animation, I have some % chance of stopping.
Or similar: if I'm within melee range of the hero, and my attack is on cooldown, and the player has started his attack animation, I have some % chance of blocking.
I'm okay with some monsters being melee-only, but I'll try to make them feel unique somehow (e.g. a ton of hit points but low speed or damage, or later some creatures will learn how to Block). I could give minotaurs throwing-axes. But the fun part of this minotaur is if he catches you in melee range, his stomp + axe combo is lethal.
b0rsuk, now that I've improved some weapons-requirements code for Powers, I should be able to auto-add a line to each power's tooltip that specifies its usage requirements (e.g. "Requires Offense weapon" or "Requires MP").
I know lots of WoW modders enjoyed putting health/mana in the center of the screen with the character, e.g. "parenthesis" shaped bars with some translucency. I'll be thinking about how to make the MenuHPMP flexible enough to be done both ways.
> "just make him stop completely instead of sliding. Perhaps not the most playable solution, but I don't think pressing 2 keys simultaneously is hard"
My first implementation did this. It is insanely frustrating.
> "make the character face movement direction when sliding. This won't fix the "legs move much faster" issue"
hmm... I suppose I can just have the character face the slide direction and run full speed instead. I'll ponder this. It's a solid suggestion; thanks! I've been playing the game so long that sometimes I don't even think about these things.
b0rsuk, pennomi: sure I'll take a look at that. The vendor is simply sorted by item ID, which is fairly arbitrary (and is organized because I'm the only one making official items so far). By the way, feel free to add these kinds of things as enhancement requests directly into the Google Code project.
In a future AI pass, I could give monsters better tools to avoid this melee kiting. Something like this:
If I'm approaching the hero, and one more step would put me in his melee range, and the player has started his attack animation, I have some % chance of stopping.
Or similar: if I'm within melee range of the hero, and my attack is on cooldown, and the player has started his attack animation, I have some % chance of blocking.
I'm okay with some monsters being melee-only, but I'll try to make them feel unique somehow (e.g. a ton of hit points but low speed or damage, or later some creatures will learn how to Block). I could give minotaurs throwing-axes. But the fun part of this minotaur is if he catches you in melee range, his stomp + axe combo is lethal.
b0rsuk, now that I've improved some weapons-requirements code for Powers, I should be able to auto-add a line to each power's tooltip that specifies its usage requirements (e.g. "Requires Offense weapon" or "Requires MP").
I know lots of WoW modders enjoyed putting health/mana in the center of the screen with the character, e.g. "parenthesis" shaped bars with some translucency. I'll be thinking about how to make the MenuHPMP flexible enough to be done both ways.
anon,
If you're playing a pre-built version, run the game with -f or --fullscreen to get fullscreen mode.
The latest check-ins have a config file instead where the player can set fullscreen (and resolution, keybindings, etc)
clintbellanger
> "just make him stop completely instead of sliding. Perhaps not the most playable solution, but I don't think pressing 2 keys simultaneously is hard"
My first implementation did this. It is insanely frustrating.
> "make the character face movement direction when sliding. This won't fix the "legs move much faster" issue"
hmm... I suppose I can just have the character face the slide direction and run full speed instead. I'll ponder this. It's a solid suggestion; thanks! I've been playing the game so long that sometimes I don't even think about these things.
"Mental Offense" is a Discipline. Mental and Offense are both Attributes.
Your discipline scores are automatic, they are two Attributes added together.
Equipment has Attribute requirements, and Powers have Discipline requirements.
I admit it's a weird system, I'm just trying something slightly different. It probably won't survive Beta.
New windows binary of the latest.
http://code.google.com/p/flare-engine/downloads/detail?name=flare_win_r3...
Barring any other major issues, I'll probably let these latest wave of balance changes be the last for a while. Just to get some testing time in.
pennomi: I'll check on that. Sounds like a bug.
(update)
Yep, bug. Fixed in r307
Playtesters are supposed to get killed by the minotaur. Then learn to avoid him until they're high enough level to get revenge.
Pages