https://en.wikipedia.org/wiki/Lime_(material)limes dont grow on ancient celtic lands
Hey Darth Canoli. That's a portrait for a generic enemy, who has a few lines of dialogue. I don't know what her sexual preferences are. Haven't thought about it and won't have time to. It's unlikely character's romatic/sexual preferences will be developed much in the game. There are more interesting veins to mine and, so it makes more sense to let the player decide what happens between the scenes.Noooooooo you can't have a portrait for a character we don't know about that has the wrong kind of hair. This is just like when the Jewish globohomos try to make me get vaccinated.
It's not about the wrong kind of hair, it's just every other game dropping that kind of shit to please the woketards.
It didn't bother me back in the days in Shadowrun P&P because of the settings and the rarity.
Nowadays, there's 10000 times more lesbians with mohawk haircuts in series, movies and video games than I've crossed path with.
It's just fucking tiring.
Timeslip are there any updates to combat mechanics (not counting hacking), specifically to make them deeper? I've never been a fan of sticky cover systems but I thought it was done suitably well enough in the first game to be ignored since the other aspects like item diversity and wound effects were captivating enough. However, the repetitiveness of combat really started to wear me down towards the last few levels. You know how it is with NuXCOM-likes. It becomes very much more of the same after some time.
Yep, and animal fat was used in the days of the Roman Empire as proto hair gel.Grease isn't exactly high-tech product.I just realised a mohawk is probably hard to maintain in a post apoc environment, so how does it even stay there?Noooooooo you can't have a portrait for a character we don't know about that has the wrong kind of hair. This is just like when the Jewish globohomos try to make me get vaccinated.
It's not about the wrong kind of hair, it's just every other game dropping that kind of shit to please the woketards.
It didn't bother me back in the days in Shadowrun P&P because of the settings and the rarity.
Nowadays, there's 10000 times more lesbians with mohawk haircuts in series, movies and video games than I've crossed path with.
It's just fucking tiring.
Prometheus Wept Dev Log Sep to Oct 22: New weapons, perks, shopkeeper, crafting
Hi again-
I've just completed the work for the current update. The focus has been on content, wrapping up the crafting system and adding shopkeepers. Feel free to check out the video / text info on the update, and do let me know if you have any feedback or comments.
Content: Weapons, Crafting Recipes & Perks
Eight weapons, around 30 crafting recipes and 15 perks have been added to the game, which more or less completes the content required for the updated demo.
My last game, Vigilantes had weapon tiers, and each new tier largely rendered the previous tier obsolete, or at least sub-optimal. This resulted in there being a handful of optimal weapon choices at any time. For Prometheus Wept, I'm aiming to make nearly all weapons viable for the entire game, and for weapons to have unique traits to differentiate them from one another.
The cleaver provides greater bleeding damage, and additional damage against animals.
Baseball bats do high damage, and additional damage when targetting an enemy's head.
A scattering of perks have been added to the game, and the perk UI has been updated. Where possible, I've made perks more deterministic, so for example, rather than a 20% chance of a free attack, every 6th attack costs no action points.
Systems: Shopkeepers & Crafting
If you played Vigilantes, you may remember that there's a single, off-map shopkeeper in the game. Prometheus Wept requires multiple on-map shopkeepers, so I've added code to support this, to start the trade interaction, along with saving, loading and managing shopkeeper inventories. In Vigilantes, there were separate buy and sell screens for the shop and merged the old buy/sell interface into a single screen.
I've also worked on crafting system, improving the display of information and adding the ability to upgrade weapons and armour, after they have been crafted. Some layout and visual adjustments aside, this wraps up one of the more complex systems in the game.
The main parts of work to be completed for an updated demo are balancing and testing, which I'll start working on next. I'll keep you posted on progress, and if you have any questions or feedback, let me know!
All the best,
Daithi
Just do what AoD does, which isn't far from your own ideas- better craftsman get better conversion ratio of material and can add more boni to equipment.Players who invest in crafting will need to get benefit for this, so there will probably be extra bonuses, like less loss of metal when deconstructing components into metal. I considered a chance to downgrade component quality on disassembly based on skill, but think this would be frustrating / or lead to save scumming.
Current thinking: I'd like to make it so characters who don't invest heavily in crafting skills can interact with the system. Assembling components into an item has a considerably lower skill requirement than actually creating the components. This means non crafters can kill someone with a nice weapon, break it down, and make something different, but crafters will be able to make components at will. It's likely you'll be able to deconstruct components into their metal, and remake them as something else.
Current thinking: I'd like to make it so characters who don't invest heavily in crafting skills can interact with the system. Assembling components into an item has a considerably lower skill requirement than actually creating the components. This means non crafters can kill someone with a nice weapon, break it down, and make something different, but crafters will be able to make components at will. It's likely you'll be able to deconstruct components into their metal, and remake them as something else.
This is what I meant.
Say I looted a gun with better barrel, but worse handle then the gun my character wields.
Can I just take that barrel and install it onto my current gun, without need to craft all the parts and all that busywork?
Or do I have to break down both guns and reasemble their parts in any way I want?
I'd like to make it so characters who don't invest heavily in crafting skills can interact with the system. Assembling components into an item has a considerably lower skill requirement than actually creating the components. This means non crafters can kill someone with a nice weapon, break it down, and make something different, but crafters will be able to make components at will. It's likely you'll be able to deconstruct components into their metal, and remake them as something else.
It's not possible to remove a single component from a weapon - you have to break down both guns, then build a new gun with the parts you want.This is what I meant.
Say I looted a gun with better barrel, but worse handle then the gun my character wields.
Can I just take that barrel and install it onto my current gun, without need to craft all the parts and all that busywork?
Or do I have to break down both guns and reasemble their parts in any way I want?
Inb4 you fix the bug where someone creates a Desert Eagle with a revolver magazine.It's not possible to remove a single component from a weapon - you have to break down both guns, then build a new gun with the parts you want.This is what I meant.
Say I looted a gun with better barrel, but worse handle then the gun my character wields.
Can I just take that barrel and install it onto my current gun, without need to craft all the parts and all that busywork?
Or do I have to break down both guns and reasemble their parts in any way I want?
I'm trying to minimise busy work, and will be looking into ways to make the process easier. A "use best parts" button would remove a lot of the clicking.
I tend to go for crafting skills when available, but get that it's not everyone's preference - this route seems a decent compromise.I'd like to make it so characters who don't invest heavily in crafting skills can interact with the system. Assembling components into an item has a considerably lower skill requirement than actually creating the components. This means non crafters can kill someone with a nice weapon, break it down, and make something different, but crafters will be able to make components at will. It's likely you'll be able to deconstruct components into their metal, and remake them as something else.
I tend to favor this. Because I'm not going to get really into crafting in your game, but I'll be mildly annoyed if I keep getting crafting-related loot and I can never use it.
*shrugs*Hey Taka-Haradin puolipeikko - this is great, really appreciate your help.
I've fixed 1, 2 & 3.
I was unable to recreate the laying down bug the last time I tried, but will try again. Can you tell me anything more about how to recreate, can you notice a pattern, or send me a log if it happens again?