MP
Member
Posts: 150
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Post by MP on Sept 25, 2018 23:30:40 GMT
Hi galthaar. I do have a riot shield on the roadmap. When carrying it you can block a single melee attack per turn, but won't be able to use a weapon. If you are attacked by multiple melees on the same turn, it will still only block one of them. I hadn't thought of a balistic shield, but I'll consider it.
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Post by galthaar on Sept 26, 2018 1:10:19 GMT
I would think you could use a light weapon like a machete, knife or baton, what do you think (I donĀ“t know if it is technically possible tough)?
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MP
Member
Posts: 150
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Post by MP on Sept 26, 2018 8:00:09 GMT
I had considered it, but I'm concerned it might be OP. When dealing with single enemies, the player would effectively be invincible whilst still being able to deal damage. I could nerf accuracy or some other way to make it less OP, but even then it may be too powerful. Happy to hear peoples thoughts on that.
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Post by galthaar on Sept 26, 2018 13:00:05 GMT
Yes, I think an accuracy and/or fatigue nerf would be appropriate, or maybe a new shield skill should be necessary to use it?
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Post by galthaar on Sept 26, 2018 17:11:55 GMT
Maybe something like:
Shield Fighter lvl1: Can use shield along with light weapons, -6 ACC, -8 STA lvl2: -4 ACC, -6 STA lvl3: -3 ACC, -4 STA lvl4: -2 ACC, -2 STA, +2 DEF lvl5: 0 ACC, 0STA, +4 DEF
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MP
Member
Posts: 150
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Post by MP on Nov 12, 2018 12:25:18 GMT
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Post by zaimoni on Nov 12, 2018 19:20:50 GMT
Welcome to source code control I had to fade out (work spike predicted to end within a day or two).
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MP
Member
Posts: 150
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Post by MP on Nov 12, 2018 22:18:10 GMT
Hehe thanks. Took me a while to get my head around the basics of Git. The last time I did actual dev work was back in the early to mid 00's, and we were using Merant PVCS. GitLab + Sourcetree is a nicer experience I must say
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MP
Member
Posts: 150
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Post by MP on Feb 20, 2019 9:56:49 GMT
It's been two years since I uploaded RS alpha 9 vanilla as a ready-to-go Visual Studio project. Along the way I've worked on Still Alive in bursts, but I've finally added an endgame objective! Unfortunately it's nothing terribly interesting; just a rescue helicopter. But it gives players something to work towards, whilst the meat of the game is still the matter of surviving. Heli rescue is optional. If you miss it, or simply choose not to, the game will continue on like it did before. But you only get one shot at rescue... You can choose on which day the helicopter will arrive, but you'll need to search hard and follow the clues to find where it will be on that day. If you're not keen on hunting down the clues: 1. Go to the Police Station 2. Talk to prisoner 3. Find CHAR Base and break in 4. Find the Army access pass on the floor by a vat 5. Find the Army Base & enter 6. Power on all generators & get the planned location of the rescue helicopter If you just want the fastest way: Skip steps 3-4 and use a powerful explosive to break into the Army Base instead. Down the track this will only be possible on lower difficulties. STILL ALIVE 2.4.0.3 (aka Release 6-4, 20/02/2019) --------------------- Features: -Added an endgame objective. -Extended the audio range of the bigger explosives. -Achievements now have a standard sound effect. -Police station lights are now on. -Lights on the 'non-critical' levels of the hospital are now off. Fixes: -Fixed grammar for messages regarding other actors. -Increased the range of louder sounds. Outstanding known issues: -Occasionally, popups (hints, trades) may not be displayed (the player is still prompted for their interaction). -Changing districts performance with simulation enabled decays as the game goes on. -Lacking difficulty options, and the current scoring multipliers are broken. These will be addressed in later releases. -Music is louder than other sounds. They will be normalised in a future release. -Random crash/hang bug. -Occasionally, random turns take an extra second or two to process. -AI looping behaviour, particularly attacking then fleeing repeatedly. Development: -Can now play looping audio with ISoundManager.PlayIfNotAlreadyPlaying() -Achievements now use SFXManager rather than MusicManager -AIs now have infinite batteries and no longer seek (nor need) to recharge them
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Post by ericomont on Feb 26, 2019 22:23:20 GMT
Hello MP, I seem to hit a bug very often when enemies attack forever till one of the involved on the fight dies.
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MP
Member
Posts: 150
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Post by MP on Feb 27, 2019 5:47:04 GMT
Is it the same behaviour that I mentioned in the known issues, where civilians will attack one turn and then flee the next, repeating this pattern over and over again?
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Post by ericomont on Feb 27, 2019 20:08:55 GMT
No, it all happens in a repeated single turn. The user has to wait for the outcome so to play again.
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MP
Member
Posts: 150
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Post by MP on Feb 28, 2019 8:56:34 GMT
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MP
Member
Posts: 150
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Post by MP on Mar 3, 2019 4:34:27 GMT
Fixed version is uploaded
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MP
Member
Posts: 150
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Post by MP on Apr 27, 2019 14:23:29 GMT
New release up. Significant under-the-hood changes to FoV; hopefully you like the result. You can now store items where the AI won't touch them. I also took a good swing at the pesky AI looping, especially because it was exacerbated by the FoV changes. Keen to hear feedback on the changes, and whether anyone still gets crashes. STILL ALIVE 2.4.2.6 (aka Release 6-5, 27/04/2019) --------------------- Features: -Other tiles are lit up by light sources outside the player's FoV (eg distant fires). -As I tightened up the darkness FoV, I've compensated somewhat by removing FoV blocking effect of cars on fire. -Animations Delay option now off by default. -Bank vaults now have a chance of being open/broken into. -Open bank safes can be used by the player to store items that no AI can touch. Fixes: -Empty spray cans can be removed from the game again. -Trackers are no longer removed from the game when dropped. -Reduced AI stuck behaviours. *Hopefully* no longer leads to crashes caused by AI looping. -Added flag to the status section to let the player know when they're in absolute darkness. -Removed a source of AI looping (civs now actually use exits when in darkness). -Player can no longer spawn in an army office. Development: -Added a new STATE_LOCKED for doors. Outstanding known issues: -Occasionally, popups (hints, trades) may not be displayed (the player is still prompted for their interaction). -Changing districts performance with simulation enabled decays as the game goes on. -Lacking difficulty options, and the current scoring multipliers are broken. These will be addressed in a future release. -Music and some sounds are louder than other sounds. They will be normalised in a future release. -Odd AI behaviour, particularly attacking then fleeing repeatedly, and a trading fixation.
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