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TR [1.0]
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3293271257
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3293271257
For those who want sorcery rework first, please respond. I am going to work on monsters.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3292410606
From my understanding:
1) FILENAME.FILETYPE.patch with a path relative to the mod's folder will patch FILENAME.FILETYPE with the same path relative to the asset folder. And replace it if without the ".patch" part.
2) Paths in the Json files are either relative to the asset folder/mod's folder or the folder the Json files is in.
3) New logic or functions can be implemented by changing the scripts' path in a Json file to a new lua file's path.
For documentation, under your local game file there is "doc" for information about the build-in functions, but it's not always correct, some function names under the "mcontroller" table are missing the "control" prefix.
When finding a file, unusually Ctrl + Shift + F in your code editor of choice would open up Search in Files.
You can include new scripts( lua files ) in some Json files, and some like .behavior files( are Json files ) are already logic and functions.
“Slowing the weapons speed based on rarity” is an easy way to make weapons more distinct. So I can categorize and make more out of a few weapon types. With the new sniper rifle and shotgun rework, I’ve learnt that a better visual cue helps a lot with slower weapons. I'll try changing the animations of shortswords, and give them a longer fire time as it equals to the dodge time.
I think making the combat dynamic, fast and challenging is something that the game needs, especially for melee and against NPCs, but again lowering the speed of the weapons just makes it annoying and dull.
I think the best way to improve the combat is to change the NPC mechanics, not just the weapons. For instance, making NPCs no longer stupid and actually able to hit you. There are so many ways that their behaviour could be improved and you could make it different based on the tier of the NPC.
First and foremost, NPCs no longer rush towards you like zombies, even if they don't have a gun and are only melee.
They will keep a certain distance and strafe backwards and forwards to try to dodge your attacks, let's say the NPC will always keep an X distance on which X can be any number of tiles on a certain interval (e.g between 6 and 10 tiles, as the range of a spear -ultimate cheese weapon- is around 8 tiles):
This X distance can be ignored if the NPC is going to attack you, for which there should be some signal that allows you to react in time and dodge the attack or block it.
Jumps should be one of the most important aspects of combat, given the limitations of 2 dimensions and the fact that there is no such thing as a dodging or rolling (dash only works because NPCs rush you like zombies and you can make a combo and dash backwards, but if you dash forwards you get hit anyways).
When you hit them with melee, there is a short window of time for you to make another hit, otherwise they can jump backwards and dodge you; but if you rush them there is also another short window of time on which they can't attack. If you fail again, you will most likely get hit. And NPCs will be unforgiving.
Let's say the NPC has a spear, it would be extremely difficult to hit them first if you have a dagger, since the spear has more reach, and realistically you would most likely die if you tried to fight against a spear with a dagger.
You know that annoying thing the NPCs do on which they jump onto you in a way you can't and it's impossible to dodge their attack? By jumping forward you could cancel their attack and then hit them. But if you try to run away, you're toast.
But there will be a caveat, first of all, their reaction time will not be so instantaneous, they will take more time to realize you got out of cover and to adjust their aim to your movements. Nonetheless, they should definitely spray and pray. Their accuracy, reaction time and aiming speed will also be determined on the tier of the NPC.
Weapon improvements are in the works.
Player like npc combat -> gun rework -> sorcery rebalance -> mission level redesign -> boss rework.
I've partially tested it with the whole Supper's Combat Overhaul, and change the priority to overwrite the abilities. As for NPC Behaviour, this mod does not interfere( the one shown in the mod page is for testing and another mod ). Sorry for the wait, I just got up.
Do you know that the Json file piece "direction": “walk” could mean mapping output "direction" to “walk”?
That got me so confused.
Nonetheless, Npcs that use combos should come soon( a few days ).
I was surprised to see my guide actually getting some attention over time, since from the workshop, I knew that the majority of the player base has moved on. And I got curious, found new guides popping up. One of them( by Reishadowen ) is about tips on the hardcore mode.
With the guide as an inspiration, I started my own three-hit and no armor challenge, in which I take 40% of the max health per hit/fall. But my interest in it died fast. A pair of daggers I found could completely neutralize any non-boss threats, and there is no fun taking it to the limit.
So I have this mod. An escape for my current situation, or hope seeking depending on the way you look at it.
More later.
Without things to say?
Then I can go back to learn more!