Spanky McGuire
Novice
- Joined
- Jun 21, 2021
- Messages
- 19
If someone makes TB combat feel smooth and relaxing like Fallout I'll give them money
Hah, yes. God, those games had good turn-based combat. I would love to say my mod accomplishes that, but I'm not sure
Bantz come with the territory.Y'all are an elite and insular bunch, aren't you?
But if I were you I'd take the criticism people here are giving to heart because:
1. People here have been obsessing over cRPGs more than it is reasonably healthy;
2. They're actually going to be honest with you, instead of sucking your dick like the faggots from reddit.
While I likely won't have time to actually test out the mod and share my shit opinions on the matter, kudos to you for the effort put into this - hopefully you can stop being a sexpat long enough to give some more attention to the turn-based option too.
Hah. Thanks. I'm fine with receiving feedback. That's why I posted the mod here--so I could continue making changes to improve the game. Most of the criticism so far, though, has been kneejerk pissing and moaning rather than thoughtful engagement with the changes. I'm not bothered. I'm really just happy to see there are still active communities of angry neckbeards on the internet in 2021. Look--if the mod sucks, that's life. But try testing it out for a few minutes before shitting on it.
In terms of what someone else mentioned about Virgil not attacking in turn-based: thank you for telling me. There is a minimum speed threshold under which NPCs won't do anything in turn-based, so reducing speed seems to have come with an early consequence. It's one of the game's many dumbass eccentricities. Virgil should behave normally in turn based after the first few levels, as he raises Dex. I suggest playing the mod in real-time until then. Turn-based should be used for careful planning in this mod, not as the game's default.
Regarding raising damage and HP as being a retarded decision, that's not really what this mod does. Some spells and weapons (guns) had significant damage increases, but others stayed the same or went down. You need more HP in the game to allow for more freedom in deciding how that HP can be knocked down and for real-time to function smoothly. You all can say what you want about how "okay" Arcanum's combat is (and I love the game), but real-time fucking sucked because you'd die quickly against many sorts of monsters. Unless you were doubling up on your ritalin, that mode wasn't very comfortable. I hope my mod fixes that.