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Messages - Amade

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61
Modification Help / Re: Reverie Fort Wars
« on: September 23, 2015, 02:03:50 PM »
so will a charged sinnite dagger instakill someone with full HP and sinnite armor? Or is it geared to be more like a fight starter so the other person is severely disadvantaged
A charged sinnite dagger hit from behind deals 120 damage. Sinnite armor reduces damage taken by 50%, so that would deal 60 damage. With the Sarti bonus to dagger damage, that's increased to 132 damage, or 66 damage after armor reduction. I have a pretty good idea of what feels fair with regards to stealth/backstabs from stalker DM and that seems about where I'd want it.

After a successful backstab against an armored target it would generally be a good idea to switch to a sword to finish them off, as daggers are a bit unwieldy to use outside of an ambush situation. The HP, positioning, and surprise advantages granted by the dagger hit from stealth should definitely tilt the fight in favor of the ambusher. If that turns out to not be the case, stealth attacks could grant a damage bonus.

I definitely prefer to throw numbers at things and see how they work in an actual situation than to try and guess at everything else that could be playing into the situation.

62
Modification Help / Re: Reverie Fort Wars
« on: September 22, 2015, 07:52:36 PM »
TL;DR cloaked Sarti should crit with dagger
A charged sanguite/sinnite dagger hit from behind will deal 120 damage as it is. I don't think there's much need to go higher than that at the moment.

I'm opening up the design document to public scrutiny (i.e. please give feedback). At the moment, everyone can comment within the doc.

63
Modification Help / Re: Reverie Fort Wars
« on: September 21, 2015, 04:40:31 PM »
I notice a lot of people keep switching tribes, despite the item loss. I was thinking, to avoid too many people from switching, that you would have to use crystals to switch tribes, make tribe switching endgame please.
Once religions are implemented, people will not be able to switch to a new tribe so easily. They will only be able to abandon their tribe and will have to gain religious favor with the religion of another tribe to join it. Until they join another tribe, the members of the tribe they deserted will gain favor for killing them.

64
Modification Help / Re: Reverie Fort Wars
« on: September 21, 2015, 11:06:46 AM »
What menu control changes were made?
Quivers sound awesome. Have you thought about adding some more mobs or is that planned (dragons/zombies/Giants)
I do plan to add more mobs, including more humans, owlbears, darkins, dryads, corrupted faeries, bone golems and titans, blood titans, and gods.

The only specific change I can remember is that the menu now works with super shift enabled and you can set your selected quantity to 1 with the brick rotate key. Many of the changes won't be visible to the user, but are instead aimed at making the menus much easier to work with on my end - this will make adding future updates to the menu a much simpler process in addition to cutting down on potential bugs.

65
Modification Help / Re: Reverie Fort Wars
« on: September 17, 2015, 07:05:50 PM »
Part of the reason development has been so slow recently is due to the need of recoding of several essential and relatively large systems (the inventory/crafting systems and the brick-controls menus). I've just finished rescripting the brick-controls menu system so that it will not need to be completely hardcoded. After fixing the inventory/crafting systems, I'll be able to start implementing religions.

EDIT: The winner of the new first tribes to script poll is Sarti and Mediir. I tentatively plan to have Kazezi and Eristia follow those.

EDIT 2: On the way are a good number of changes. I will update this list as things are added. Since the quiver change in particular will require a full account wipe, I will be waiting some time to update the server.
  • Adding crystal resource and equipment.
    • Crystal is significantly stronger than sanguite/sinnite, but much harder to obtain.
    • All crystal and crystal equipment, even if equipped, will drop on death. I will be adding chests soon to enable players to protect their crystal.
    • Crystal will be obtained by earning religious karma for your tribe when religions are implemented. For now I will be distributing crystal manully.
    • Crafting crystal equipment requires sanguite or sinnite crafting tools.
  • Arrows have been replaced with quivers. Quivers are equipable and occupy the back slot. Bows will fire arrows from the currently equipped quiver. Quivers do not ever run out of arrows.
  • Brick controls menu rescripted, bringing several ease of use improvements.
  • Added leather (crafted with 3 flesh), leather gloves, leather boots, cloth cape, and cloth robes. These items only affect the player's appearance.
  • The Faerie bow is now slightly slower, but fires a second arrow that will arc toward where the target will be when it arrives. This arrow does half damage.
  • Armor now has more noticeable effects. All armors have had the protection they grant increased, with greater increases for higher quality armor. The movement speed modifiers applied by armors have been made more noticeable as well, but are generally more generous.
  • Nithlite and sinnite armor now reduce the rate at which mana is consumed.

66
Suggestions & Requests / Re: Models for Reverie Fort Wars
« on: September 13, 2015, 11:37:03 PM »
I don't have Internet currently, but if you receive no help by then I can make models for you.
At the current rate of responses that's quite likely

67
Suggestions & Requests / Re: Models for Reverie Fort Wars
« on: September 13, 2015, 08:56:06 PM »
bump

68
Modification Help / Re: Reverie Fort Wars
« on: September 10, 2015, 04:48:03 PM »
You can remove my dedicated credit then. I don't want to take credit for something I am not doing.
You still did at one point :p

69
Modification Help / Re: Reverie Fort Wars
« on: September 10, 2015, 04:36:30 PM »
The server is now running. I forgot to enable the ambient lights pack that's usually enabled, so right now players use the default player lights. Other than that, everything seems to be working. The new colorset and doodads (excepting the second bunch GMO sent me since I forgot about those) are in.

70
Modification Help / Re: Reverie Fort Wars
« on: September 09, 2015, 09:34:24 PM »
Thanks for the doodads, GMO! I'll get them added in.

I'm currently trying to figure out the dedicated server - there's some sort of problem with authenticating. As soon as I get it worked out, there will be a new dedicated RFW server running under my name.

71
Modification Help / Re: Player::pauseThread not working?
« on: September 09, 2015, 02:02:48 PM »
pauseThread has never worked to my knowledge. It looks like this is an engine problem, since there are threads on the garageGames forums about it.

72
Modification Help / Re: Reverie Fort Wars
« on: September 08, 2015, 05:35:18 PM »
I just purchased a dedicated server from BlockNet. As soon as I
  • get the new colorset implemented
  • make some new doodads
  • finish the smoothing algorithm
I will start the server up. In the meantime, please send me doodads you have built - the more the merrier.

Doodads for the grass/woodland biome should be on a 16x16 baseplate. All other doodads should be on a 16x cube.

Here's the colorset so far. I am open to suggestions, as it is currently nowhere near the 64 color limit.

73
Modification Help / Re: Reverie Fort Wars
« on: September 08, 2015, 09:12:20 AM »
Also, where's the server? I don't see it on the list anymore.
rggbnnnnnn wanted to use it for his own thing for a while, and I haven't made any progress lately.

74
Modification Help / Re: Reverie Fort Wars
« on: September 07, 2015, 08:28:38 PM »
Woah, woah woah
Don't remove Biller's admin, he's a really good one.
From what I can get from this, he had a reason to destroy the islands, even if it was a really bad one
As you wish then :P

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