Search found 11 matches

by Bridenal
Wed Sep 12, 2012 3:14 pm
Forum: Gameplay Hints
Topic: Thoughts on Spears and Protection
Replies: 6
Views: 7958

Re: Thoughts on Spears and Protection

Komag wrote:I don't believe you can attack from a full extra square away. Perhaps they were just stepping into the adjacent square when your front line attacked, and you thought they were still far away when you hit
True, it might have been that.
by Bridenal
Wed Sep 12, 2012 1:19 pm
Forum: Gameplay Hints
Topic: Thoughts on Spears and Protection
Replies: 6
Views: 7958

Re: Thoughts on Spears and Protection

Yes, I just thought that with two groups using spears, it was strange their frontliners wouldn't engage my frontliners from one square away like I do with them :)
by Bridenal
Wed Sep 12, 2012 3:05 am
Forum: Gameplay Hints
Topic: Thoughts on Spears and Protection
Replies: 6
Views: 7958

Thoughts on Spears and Protection

Quick thoughts on my playthrough: 1) Protection seems less useful as levels advance. I've been running some tests (I mean, I've started the game several times and have yet to finish it /o\ ), and so far Prot works well early on... But seems to not make much of a difference against tougher opponents....
by Bridenal
Wed Sep 12, 2012 1:32 am
Forum: Modding
Topic: Modding official 'beta' documentation??
Replies: 13
Views: 13945

Re: Modding official 'beta' documentation??

Wasn't this already readable by looking up the "modding" tag in the blog? Nonetheless, it's all valuable info. While I'm alright with texture work, I shudder at the thought of coding or dabbling in 3D creations :(
by Bridenal
Tue Sep 11, 2012 9:22 pm
Forum: Modding
Topic: spider mod pls :)
Replies: 77
Views: 77418

Re: spider mod pls :)

by Bridenal
Tue Sep 11, 2012 9:20 pm
Forum: Modding
Topic: Extended crafting
Replies: 2
Views: 3570

Re: Extended crafting

I usually dislike most crafting in role-playing games not because it's challenging or complex, but because it can descend into many levels of micromanagement, and this is made worse when regular items that provide the same effect are usually everywhere in a gameworld. I think crafting is at its best...
by Bridenal
Tue Sep 11, 2012 9:11 pm
Forum: Modding
Topic: How are art assets used in the engine?
Replies: 8
Views: 8936

Re: How are art assets used in the engine?

Not sure about your method, could work - though you'd have to place each tile manually to get the effect. And the sky would still be a problem as well as the tiles fading out into blackness in the distance (3 or 4 tiles ahead IIRC). That might not be half-bad. I guess it puts down my idea of arrivi...
by Bridenal
Tue Sep 11, 2012 9:03 pm
Forum: Modding
Topic: Some script questions
Replies: 5
Views: 5386

Re: Some script questions

Speaking of which, any chance of being able to make new classes?
by Bridenal
Sun Sep 09, 2012 11:29 am
Forum: Modding
Topic: How are art assets used in the engine?
Replies: 8
Views: 8936

Re: How are art assets used in the engine?

Oh, I was thinking of a way to trick the engine, actually. I don't need to have a simulated outdoors environment - just something that gives that impression. For instance: |----! !----| |----! !----| |----! !----| If you will, imagine that the !'s and the space between them is a corridor. The !'s su...
by Bridenal
Sun Sep 09, 2012 2:00 am
Forum: Modding
Topic: How are art assets used in the engine?
Replies: 8
Views: 8936

Re: How are art assets used in the engine?

Thank you both! I'll search around for the blog posts.