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I personally would rebalance the heck out of these weapons. Did you know the spear is woth 3.4 handaxes or hammers in average dps after accounting for armor and how many hands are being used? That's a little insane ;b I was also dissapointed that hamaxes have nothing to do with axes because they dont even do slashing damage, they are more like hammers that half the time do some extra piercing damage, attack at 3/4 the speed, and knock back half as often. There is more, and I might not be fully understanding the data, but great job on the mod so far ;b The concept of reach weapons is great, but since they aren't in direct line of fire the weapons should do less damage then the regular 1 handed weapons already in the game.
There you can find the decryptet files. The .acf files are just used for steam to save the version number and hash values for the automatic updater.
https://docs.google.com/spreadsheets/d/1ofZgMrx4ptZpGNOeb626HuNlMYucKkP2S85Imga7wHY/edit?usp=sharing
Do you have a table of your own for the weapon stats that you made? I would love to plug in the numbers and make a grand comparison sheet ;b
I would love ot know some specifics about how you implemented these weapons.
Is the short bow the fastest shooting bow in the set? <- (in exchange for doing piddly damage)
Are hamaxes hammers or axes for skill use? Does the damage get slit into 2 parts like claymores, or does the better one for the situation get used like in swords? <- there are many balance considerations depending on how they work and how the damage is split up.
What skill classification did you make Halberds and Spears?
What made crossbows great was that unlike longbows, crossbows required little training in order to use effectivly. A skilled longbowman would win against a skilled crossbowman, but an unskilled longbowman couldn't even shoot an arrow, let alone win against an unskilled crossbowman. (btw I'm no archery expert)
Or i must compare the textures of new weapon etc?
Also it is correct that the shortbow with stone arrow has "penetration issues". It is an Support weapon to mangle the enemy and/or led them bleed.
But it really helps if you let them train much and or give them metal arrows.
And regarding Tacyon's Mod pack: He implemented everything beside the War things so you can just remove the other mods from the load order.
Regarding the menu: Yeah he did a redesign of the build menu, mine is configured for Base Gnomoria
Also just so you know it seems totally/mostly compatible with Tacyon's base mod pack, though the gym is not showing up in y workshop build list.
Thank you for making this even though you're super busy!
Did you have "Maintaine distance" activ? If the Bear was following the gnomes it could cause that they run constantly away.
Or it could be the fact that they didn't wear Armor.
Gnomes will succumb to fear if they don't have Armor/Weapons and start Running.
Any idea what could cause this? it's almost as though the shortbow's preferred engagement range is outside of visual range?
Memo to me: Try to mod after you had some sleep...
into this as an next step.
Also the next update will bring silk into the game as a plant.
A long growing (4 times longer then cotton) hard to manfracture plant.
Im also thinking about adding some furnitures.
Also im thinking about to reduce clutter in the game.
Since i don't want to make an Base mod i will make an new workchop to "refine" some materials.
Example:
[Goblin,Bear etc.] Bones -> Bone
[yak,alpaca,emu,badger,lizard leather] -> light leather
[bear & oger leather] -> medium leather
[two headed oger leather] -> hard leather
this should make the overview less cluttery.
I will also add new tranport means like the wheelbarrow and update the old ones to not have a quality. Same for pickaxes and chopping axes. The quality and material has no meaning to them anyway. A steel pick is not the least faster then a copper one...
It helps the motivation when you are actualy playing the game *caugh*
===== VERSION 0.4.5 =====
Balancing
Much, MUCH Balancing
Added metal items to the smelterie, but it seems to have optical problems (No idear why, but it works)
I wanted to upload this on monday but my onedrive tought that my files where worth to override with old files ~.~ (I should do regular backups...)
The weapons should be balanced but i had not to much time to test.
===== VERSION 0.4.0 =====
This version will need a new save. Sorry
- Changed herp to herb.
- Fixed some spirits
Added stuff:
- Halberd (2H Long Range Axe/Spear Hybrid)
- Spear (2H Long Range Hole maker)
- Rapier (1H Short Range Hole maker)
- Hamaxe (1H Axe/Hammer Hybrid)
- Reinforced Platemail (Slows more but is 3x more strudy (not higher defence, just strudier)
- Cloth (Colored with raw stone, gives run speed and job speed bonus but is quit fragil)
- Gym (Train your Gnomes in Armor & Dodge Skills, its rather slow to train but worth the time)
I fixed this derp for the next version.
Thanks for mentioning it ^^
Updated for Gnomoria Version 1.0
Fixed various bugs
Doors now support multy materials
Stock-window:
Moved all items to an distinct sub-folder (This fixes the sorting issue with ESP)
Have Fun :)
hmm i wanted to post a teaser but steam removed my link...
Well anyway: The doors are now colored in regard to all components.
The version is already playable and now im fixing the reported bugs.
The chances are good that the new stable version will come out today :)
Unfortunately it was released without telling anyone "this will be the next release version" in the dev-branch.
So i will start the mod updating now. I guess it will take a week for the current version to be updated and fixed. Stay tuned :)
I just google the item i need resize it, recolor it and add/remove pixel to make it look "good".
I can't make pixelart from nothing :/
For the modding part:
Gnomoria modding is about editing the xml files.
They are basicly just textfile with a pattern.
I myself am a no good in explaining, but an awesome guy made a simple tutorial in the forum:
http://forums.gnomoria.com/index.php?topic=8357.0
Update regarding Mod:
Im still following the dev branch and it looks promising.
I will update the mod asap when the version gets into the stable branch.
I will have to wait for an more stable Release. The current INDEV is far to often crashing.
It makes modding really tedious because you never know when a error is your fault or one of the game...
After that i will start to work on a door varity (this will only take a little time) and then i will work on some traps.
I will continue on the tick - tock system of bug fixing and feature additions. Only when the old bugs are fixed i will add new contend. I don't like bug stacking ;)
Thats the Problem with Indev Builds. They can break the game. But the current live system dosn't support most of my added features :(
I will switch to the live version when the current dev build goes live, but until then whe have to hope that robobob fixes such savegame bugs.