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Messages - Kevin Granade

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knives should be relatively useless in combat? OH HELL NO!
Read the context please. Relatively useless compared to swords and machetes not compared to bare handed.

Asking in a dedicated thread is more likely to get an answer.

How does the wakazashi compare to the machete? They're a lot more comparable.  A tanto is pretty much uselessly short for combat, that's expected, and difficulty to craft doesn't necessarily reflect how useful it is.

In general I agree with Harrison's point, knives are, and should be relatively useless in combat, they just aren't good at it.

In short, no.
It's not reasonable to start a feature freeze until that list of issues is small enough that the feature freeze will be short, say less than a month.

If it takes longer than a month or so, we'd more likely start losing developer interest than encourage extra effort on the part of developers.

If we had enough manpower one the merge side of things, we could fork into a stable and development branch, merging only bugfixes to the stable branch, and features and bugfixes  to both.   However that is precisely what we are short of, so it doesn't help.

As far as fit with the game, I don't see any issues, though I would suggest that you keep the existing slimesprigs and just add the npc, posdibly as a later mutation.

The thing that jumps out at me about this change is balance, a NPC is an incredibly powerful game entity, and the ability to spawn them is going to be pretty broken.  Since you're creating the NPC, you should be able to adress this in your code, so it should be fixable.
The top issues with NPC op-ness are HP, weapons, armor, inventory, and mutations.
Probably the most straightforward way to adjust down Nov power in these areas is to give them un-removable traits when they're generated that apply various needs to them.

Your understanding of the contribution process is correct, nothing to add there.  I'll reply to your other thread with content feedback (nothing really bad, seems like a good idea in general).

The Toolbox - Code Help / Re: not a Code issue, but a howto request.
« on: October 10, 2017, 05:40:34 PM »
You're a lot mote likely to have your question noticed if you mention your problem in the subject, something like, "trying to compile dda on a new platform and looking for tips".

Based on the page you linked, it looks like it's some kind of debian system, the easiest way to build dda is probably going to be to install the compilation tools on the system itself and just build there.  I'd recommend building on a pc first to make sure you know how the steps go if you haven't already.

Option 2 looks great, but with a few adjustments:
Code: [Select]
"place_nested": [
    "chunks": { "lab_door_horiz": 100 },
    "origin": { "x": 12, "y": 0 },
    "neighbors": {
      "north": [ "lab", "lab_ice" ]
"entries" is confusingly generic.
The coordinates need a label.
Specify adjacency with keywords instead of implicitly with array position.
Generally, prefer objects to arrays.

Another alternative is to have them emit an acid cloud on death.  Think like a smoker but dealing direct damage and possibly inflicting a damage-over-time effect.

A final form if you will would be an acid smoker.

And regarding having more than 3 of them, I would really try to make all the extras ones actually useful and not situational.
If every mode is useful in all situations, they're not adding value, making each mode "situational" is precisely what we want.

You might mean you don't want to make them "too situational", or to reword it "too niche".  We certainly don't want modes that are never used, but it makes sense to have variations on a theme, especially if they aren't available at once (for example if they aren't all present in the same martial arts style).

Your player got a free upgrade to being the flash.

The Garage - Bug Reports and Technical Help / Re: Balance: fletching
« on: October 06, 2017, 06:19:45 PM »
I suspect this is a mix of conflicting mod content and old vs new content, there may be something we want to fix in there.

If we have conflicting mod content, the mod should suppress the crafting recipes and items it's replacing.
If we have conflicting "goodness" of items in mainline, they might need to be rebalanced against each other.

In a game where one bite can kill you without antibiotics, it seems to me like you'd just set it to "defensive" and leave it there until you feel armored enough. Maybe even leave it there the whole game to just avoid taking damage overall. I wonder how you'd balance this.
In general, it should be very hard to completely negate damage, it should just be a matter of reducing it.  As such drawing out every fight by being over-defensive would leave you even more vulnerable to special attacks like bites.  Also drawing out fights would tend to get you mobbed, which is also problematic.

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