True, it might have been that.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
Search found 11 matches
- 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
- 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
- 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....
- 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
- Tue Sep 11, 2012 9:22 pm
- Forum: Modding
- Topic: spider mod pls :)
- Replies: 77
- Views: 77418
- 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...
- 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...
- 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?
- 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...
- 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.