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Strec

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A member registered Jan 21, 2019

Recent community posts

(5 edits)

Hi. In the objective to mod later (alse it can be useful for other modders) I would collect player's opinions on the combinations of races/classes/skills. I consider that to be interesting and looked for a race must have advantages, human would remain a reference.
The idea is to have for each race a way they will be better than others in a domain like physical, magicka or healing. Perhaps I could add to this real thievery if it can be done.
The mechanics I would implement is this.
 - Each race have a dedicated domain in Physical (front or distant), DPS magic or Healing. Will see later if Support  would be something special or a  mix of others, let begin with this 3 it's enough work for now. 
 - Each way in a sort of tree of classes, the more requirements as you advance in it with mainly classes dependant of another.
 - So, each way will have a basic single targer class, and advanced line class and an ultimate AOE class (and not one which rules all others, there are no Hobbits here). The attributes needed for each must be defined.
 
For now, to define if the bonuses/maluses applyed to race are on the races themself (like for now), on the classes, on the skills or on a mix of all that. The simplier the easier to balance.

So I'll maintain on this first post the ideas I consider interesting (not for me, for the game :P ) and I begin with some proposals.

Physical :
 - Orc 
 - Centaur
 - Tribal Elf (archery?)

Magicka (damage) :
 - Seraph : Light (won't change if not changed in basic game)
 - Demon : Dark
 - Fairy : Spirit? 
- Dark Elf : Earth (won't change if not changed in basic game)

Healing :
 - Dryad
 
Craft/Harvesting :
 - Human (to see if it would'n be better to make them healers) 
 - Dwarf : builder/smith
 - Taurus : milking :P

Sex (and other brothel management jobs) :
 - Bunny : Sex

To place: Goblin, Kobold, Gnome, Harpy, Slime, Lamia, Scylla, Cat, Fox, Tanuki, Elf, Nereid, Arachna

To your keyboards and have a good play and fun.

Does anyone have a link for some dwarfs portraits, can't find that :/ 

(1 edit)

I'm bugged too, any fix on this problem coming?

Context :

After the last Milford combat before the divine quest and the dialog with Duncan where he ask to solve the problem the quest was launching and I had a combat button but, as my team was injuried I prefered to wait for some turns.

When I came back to Milford I had no longer any combat button. 


edit: ok, found the solution. Not really a bug bug a lack of information in the journal:

The divine symbol must be crafted at the forge but the priestess just say that discretly in her text and it's not indicated in the journal so if you pass the priestess texts to quickly or don't read them you are lost :)

After digging more in the code I'm afraid the problem I encountered is only a small drop of water in the ocean and that the code, as is, can't support any serious modding.

It's clearly not done, at start, to be modded, that is comprehensible because such a succes of the game was not really expected :)

But what is breaking any modding is the fact that the basic rules of pro dev are not expected and a lot of work on the basic code is needed before anything :

- outsourcing of all hardcoded datas to permit them to be modified, eventually by more than one mod

-  separation of the 3 classical tiers (datas, process, UI) and splitting in functions that contains each one functionality (the end_day code is a good example of a 'every is done here' code)

For now the only thing that modders can produce are overhauls of the game, each broking any other mod and all broken by any update of the vanilla code and, even if I have a lot of time to spend on a game I love, I've not enough informations on the next waited version to launch such a project so I think I'll stop trying modding and only produce an overhauled version for my own usage.

(1 edit)

Version : 0.5.22b

I'm creating a mod and want to add new job :

- added the job in job&spec

- added the function call for the job

and .... here is the problem :

In mansion.gd, line 652, the is a harcoded list of the jobs which can be really used at end of day (the ones of the vanilla game), so I see no possibility to add mine without duplicating all the  _on_end_pressed() function to modify this line, killing any mod which want to add a job,

Perhaps in the next version this array could be moved in a global var so we can add items dynamically ?

Thanks for reading and sorry for my bad english :p

edit :

On the same objective could you (lines 717-722) could you consider adding code for the mana like for food and gold?