For the past two weeks, I spent some time updating the damage formula to be slightly more realistic, redesigned the character creator to better fit the rest of the interfaces in the game and drew the basic shape of the world map.
New damage formula
A new damage formula has been implemented, intended to increase realism and make the player care a bit more about what equipment they are bringing with them when heading out. With this new system, weapons are split into three categories; Sharp, Blunt and Ranged. Sharp weapons are things like swords, daggers, small axes and such. Blunt weapons cover maces, clubs, greatswords, war- hammers and axes and last Ranged covers bows and crossbows.
Blunt weapons are generally heavier, slower and more expensive to purchase, but deal more damage per hit. Sharp weapons is the other way around; cheap, fast and deal less damage. Ranged weapons are a mix, where you can either use Shortbows, Longbows or Crossbows. Shortbows shoot faster, Longbows shoot longer and Crossbows offer a middle ground between those.
Sharp and Ranged, except for crossbows, deal less damage towards plate armor. Instead when fighting these opponents, you should use a Blunt weapon instead to instead crush the armor. Sharp weapons are still effective towards light armor such as leather or chainmail, and more if the enemy has no armor at all.
World Map facelift
The world map has gotten a facelift, going from Excel spreadsheet style to something that looks like a proper map. It’s still gonna need some work to make it complete, but here’s what I got so far.
New character creator
Back in October 2016 I made a post about making a new character creator interface. Now, it’s time to post about that again. The new character creator screen has all the features of the old one, along with some new randomization buttons and layout. The old layout wasn’t coherent with the new design philosophy of interfaces, where most of them now have sub categories that you can choose between. Here are some of the new things you can do with this character creator:
- Choose a gender
- Hair color
- Clothes color
- Gender (50/50 chance of either)
- Name, based on gender
- Rotate the character to get a proper preview (up, down, left, right)
- Better performance
So without further ado, here’s some screenshots showing how it looks:
Apart from the new stuff mentioned above, some smaller tweaks and additions have also made it into Tales, list below.
- Icon changes
- Resized message box text and height
- Made outhouses interactive after testers complained they couldn’t use them
- New alchemy and cooking recipes
- Changes to the outposts quests to fit a stat theme based on their location. EG Strength up North and Dexterity in the South and so forth
- New traps; spinning blades and swinging axes
- Fixed some locations where player can get stuck (this’ll probably be on more lists in the future)
That’s all for now, thanks for reading and have a nice day.