TeamBG.CoM

Mods in Progress => Urban Wasteland: Warriors of Violence => Topic started by: MD Geist on July 11, 2012, 06:38:02 AM

Title: Developer's Diary
Post by: MD Geist on July 11, 2012, 06:38:02 AM
I finally got a hosting after the other TeamBG disappeared without a trace. Thanks a lot for it .

***

I experimented with multi-header weapons today. Apparently there's an action that allows NPCs to use different headers. I'll have to try it out.

I made party dependent on character's point cost. More powerful characters get a smaller party. So with a heroic character the mod plays more like a hack & slash and with an above average character more like a skirmish-level wargame.
Title: Developer's Diary
Post by: MD Geist on July 11, 2012, 06:38:04 AM
I tested the weapon header thing and it works. So now enemies will be more likely to stab with swords against armoured opponents instead of cutting.
Title: Re: Developer's Diary
Post by: MD Geist on July 11, 2012, 06:38:17 AM
I spent a lot of time working on the mod today. I'm changing the naming scheme of my files so that it would be easier to access them in DLTCEP.
Also, I'm limiting the amount of weapons and armour - originally the mod had weapons from renaissance period - which is a lot of weapons.
The present version is closer to dark ages and early medieval, so there are no bastard swords, two handed swords, rapiers, arbalests, plate mail, field plate, full plate, etc.

Also, I'm changing some of the mechanics. Since I have returned to the concept of levels, some of combat abilities are level-dependent.

I decided to add special skills to weapons - so for example a hewing spear and bill-guisarme allow trip attacks and there's possible to attack with shields.
When fighting opponents clad in mail from head to toe, such abilities come handy as full mail suit has AC 10 and they give a complete or partial armour bypass.
Title: Re: Developer's Diary
Post by: MD Geist on July 11, 2012, 06:38:24 AM
I have found an interesting test about real life AD&D abilities. Apparently my condition is 4 :(.

Anyway, I was reading about what the abilities mean and I have found an interesting table (http://www.exrx.net/Testing/WeightLifting/PressStandards.html).
According to it, average STR for female characters would be 7 and maximum for those who aren't specialised elite weightlifters would be 13.
I implemented it into my mod.
Also, maximum STR for males is now 18. I'm ditching the exceptional strength as it's not practical for fighters - again it's for specialised elite weightlifters only.
Title: Re: Developer's Diary
Post by: MD Geist on July 11, 2012, 06:38:52 AM
GAHAHAHAHA!!!
I just discovered that attack effects from special abilities set in before weapon's abilities. This means that some of the mechanics will be more nuanced.
For example dedicated attack will allow to decrease the opponent's save against wands at hit which will make a critical hit more probable.
Title: Re: Developer's Diary
Post by: MD Geist on July 11, 2012, 06:38:54 AM
I reintroduced Experience Points. Except that now they are called Violence Points.
Title: Re: Developer's Diary
Post by: MD Geist on July 11, 2012, 06:38:56 AM
I made a set of icons for character's abilities:
http://img156.imageshack.us/img156/3360/baldr132.png
Title: Re: Developer's Diary
Post by: MD Geist on July 11, 2012, 06:40:48 AM
I played level 1 today. It was pretty fun.
Title: Re: Developer's Diary
Post by: MD Geist on July 11, 2012, 06:40:50 AM
(http://img716.imageshack.us/img716/5408/klatka.png)

A beginning of a new area - an apartment block.
Title: Re: Developer's Diary
Post by: MD Geist on July 11, 2012, 06:40:52 AM
(http://img219.imageshack.us/img219/3705/klatkac.png)
Some progress. It's the first floor for wealthy families. It has a kitchen and a toilet with running water. Higher floors don't have such luxuries. Apartments on them are just single rooms.
Title: Re: Developer's Diary
Post by: MD Geist on July 11, 2012, 06:41:24 AM
I'm stuck at the stage when I have one half-made level and I just fire it up from time to time and play it for 5-10 minutes and then I go "finish" it and I'm satisfied with playing.