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Dev Log #51: New Weapon Types

Styg

Stygian Software
Developer
Joined
Aug 18, 2010
Messages
742
Location
Serbia
Hi guys. In the past few months we've been working (and we're still working) on a couple of major features for the expansion, but we didn't want to show any of them before they were ready. First of these that are now done are the new weapons, so without further ado I give you the three new weapon types - the spear, the machete and the shotgun.

SpearAttack.gif
MacheteAttack.gif
shotgun.gif


The choice of spear and machete as new weapons was mostly thematic (you will learn why in some later dev log), but these weapons will also have their own place in the melee arsenal. Spears are meant to be versatile offensive and defensive weapons, while machetes are meant to be high risk-high reward weapons that will rely on the user keeping up the offensive. More on the exact mechanics of this will be revealed later when I get to implementing their specific feats. There are two types of machetes that differ slight in critical chance/damage stats.

ExpWeapon1.PNG
ExpWeapon2.PNG
ExpWeapon3.PNG


Now the interesting one of the bunch is the shotgun. I say this because the mechanics of the shotgun are unlike anything else that we had in the game so far when it comes to weapons. When a shotgun is fired it launches a number of pellets that may hit the intended target, some other target in the attack cone or might miss completely. So the chance to hit with the shotgun is not so much indicative of weather or not you'll inflict damage on the enemy, but how much of the damage you launch their way is going to land on the primary target.

CombatShotgun.gif


I'm going to give you some random shotgun stats below, but keep in mind that this has not be properly balance tested and that before we get a chance to play around with this new weapon a bit it's hard to gauge it's effectiveness and what the numbers should be in order for it to fit into the role intended for it. There is a lot of factors that come into play here depending on the situation and it will take some time to make sure they perform as expected at different ranges (medium, close and point blank) and against different enemies (low armor/high armor). By the way, pay attention to the interaction with the different ammo types when considering the raw damage stat.

ExpWeapon4.PNG
ExpWeapon5.PNG


ShotgunShell1.PNG
ShotgunShell2.PNG
ShotgunShell3.PNG


I've also implemented the ability for weapons (and gear in general) to grant you special attacks and abilities so expect more of that in the future.

The process of adding these new weapons took a long time because we had to change the way we handled animations of all the different human models and it required a lot of manual labor to get things in order. However, now that we have done this, it will allow us to add more new weapons in the future (not in this DLC, though), to which we are rather looking forward to. I'm not gonna lie, we already know what weapons we want to add in the future, so just keep that in mind when you're posting your wishes.

Anyway, let us know what you think of the new weapons.
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,870,765
Finally, the perfect weapons for tight spaces are coming, surprised they weren't there earlier...
 

Jack Dandy

Arcane
Joined
Feb 10, 2013
Messages
3,039
Location
Israel
Divinity: Original Sin 2
The shotgun sounds really interesting, I hope there'll be enough stuff to set it aside from usual SMG bursts though.
 

Zdzisiu

Arcane
Joined
Dec 3, 2009
Messages
3,489
Now I can become the Underrail Machete Rapist! Tchortists will cover in fear!
 

Anthedon

Arcane
Patron
Joined
Jan 1, 2015
Messages
4,499
Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire
Exciting stuff. I'll try a shotgun-only build for my first post-addon playthrough.
 

HeatEXTEND

Prophet
Patron
Joined
Feb 12, 2017
Messages
3,933
Location
Nedderlent
oh boy, can't wait for the expansion, are specialty shells a la x-bow gonna be a thing ? cause that would be sweeeeet :kingcomrade:
 

hilfazer

Scholar
Joined
Jan 26, 2016
Messages
224
So with shotgun burst, 20p ammo, lvl 25 and Expertise i can get up to 3*20*25 = 1500 extra damage. Seems strong. Especially considering that shotguns conveniently ignore most of their biggest problem - mechanical DT. Yeah, there's that reduced precision when bursting but i can fire twice instead and get up to 1k damage with full precision.

There are 3 shell types and 3 damage types firearms are currently missing: cold, energy, PSI. I'm sure you know what to do, Styg!
BTW i'm somewhat serious about cryo shells. Hopefully i didn't sound like a shotgun fanboy begging for improvements.
 

Mac_Orion

Stygian Software
Developer
Joined
Jun 10, 2015
Messages
113
Location
Styg's garret
There are 3 shell types and 3 damage types firearms are currently missing: cold, energy, PSI. I'm sure you know what to do, Styg!
Psi is not a damage type, Psi skills do some sort of damage, fire dmg, cold dmg, electric dmg....

So with shotgun burst, 20p ammo, lvl 25 and Expertise i can get up to 3*20*25 = 1500 extra damage. Seems strong. Especially considering that shotguns conveniently ignore most of their biggest problem - mechanical DT. Yeah, there's that reduced precision when bursting but i can fire twice instead and get up to 1k damage with full precision.
shotguns are still not balanced, dont take the numbers to serious
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
There are 3 shell types and 3 damage types firearms are currently missing: cold, energy, PSI. I'm sure you know what to do, Styg!
Psi is not a damage type, Psi skills do some sort of damage, fire dmg, cold dmg, electric dmg....

So with shotgun burst, 20p ammo, lvl 25 and Expertise i can get up to 3*20*25 = 1500 extra damage. Seems strong. Especially considering that shotguns conveniently ignore most of their biggest problem - mechanical DT. Yeah, there's that reduced precision when bursting but i can fire twice instead and get up to 1k damage with full precision.
shotguns are still not balanced, dont take the numbers to serious

The electric damage of Neural Overload is a bit special since it circumvents damage reduction but gets reduced by resolve instead though.
 

Styg

Stygian Software
Developer
Joined
Aug 18, 2010
Messages
742
Location
Serbia
So with shotgun burst, 20p ammo, lvl 25 and Expertise i can get up to 3*20*25 = 1500 extra damage. Seems strong. Especially considering that shotguns conveniently ignore most of their biggest problem - mechanical DT. Yeah, there's that reduced precision when bursting but i can fire twice instead and get up to 1k damage with full precision.

There are 3 shell types and 3 damage types firearms are currently missing: cold, energy, PSI. I'm sure you know what to do, Styg!
BTW i'm somewhat serious about cryo shells. Hopefully i didn't sound like a shotgun fanboy begging for improvements.

Have you read the description of Expertise feat recently? ;)

It's not my mission to bring all damage types to firearms. Anyway, if you want to deal cold damage with a weapon just use cryo pistol!
 

Vorark

Erudite
Joined
Mar 2, 2017
Messages
1,394
Styg, haven't kept with the news, but will the other weapon types be revisited? Namely, pistols. Tried a pistol build right after the game launched and got very underwhelming results, had to change to sniper riffles after Core City. It seems they were a good option once, before some hard hitting nerf during the beta. My problem wasn't low damage, but mostly the higher AP costs, even after picking the relevant feats and pumping DEX.
 

hilfazer

Scholar
Joined
Jan 26, 2016
Messages
224
So with shotgun burst, 20p ammo, lvl 25 and Expertise i can get up to 3*20*25 = 1500 extra damage. Seems strong. Especially considering that shotguns conveniently ignore most of their biggest problem - mechanical DT. Yeah, there's that reduced precision when bursting but i can fire twice instead and get up to 1k damage with full precision.

There are 3 shell types and 3 damage types firearms are currently missing: cold, energy, PSI. I'm sure you know what to do, Styg!
BTW i'm somewhat serious about cryo shells. Hopefully i didn't sound like a shotgun fanboy begging for improvements.

Have you read the description of Expertise feat recently? ;)

Not recently enough :)
I mostly read wiki.

It's not my mission to bring all damage types to firearms.

Ha! I knew you will know what to do!
But be careful, shotgun fanboys will try to beg special shotgun ammo out of you.

The electric damage of Neural Overload is a bit special since it circumvents damage reduction but gets reduced by resolve instead though.
Yeah, this is what i meant.

shotguns are still not balanced, dont take the numbers to serious
Styg has asked for feedback so i gave it. I'm glad you guys have already taken care of one potential problem.
 

Daedalos

Arcane
The Real Fanboy
Joined
Apr 18, 2007
Messages
5,559
Location
Denmark
When you stumble upon another dev update from Styg, it's like that moment when you find the perfect porn video you've been searching for ages in your horny mind, and you get a stiff rock hard cock, only better..
 

Jarpie

Arcane
Patron
Joined
Oct 30, 2009
Messages
6,603
Codex 2012 MCA
I'm no shooter, but ins't the way shotguns are being used in RPG lately as some weird-ass AoE pelletgun sorta weird?

I don't remember it right but I don't think pellets spread in a weird straight cone, unless you have a weird shotgun or something. I think its more like a narrow cone?

Then again its the classic realism problem. Sorta like how games show flamethrowners as practically melee-range weapons, but flamers have decent if relatively short range.

Well you can put chokes on shotguns which can narrow or widen the spread, but at least normal spreads shouldn't spread THAT much.
 

Jarpie

Arcane
Patron
Joined
Oct 30, 2009
Messages
6,603
Codex 2012 MCA
Found this with quick googling

choke_on_shot_800.jpg
 

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