Halfing LOS radius & attack ranges

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Grey
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Re: Halfing LOS radius & attack ranges

#16 Post by Grey »

escargot wrote: And yes, Grey is right, there's a dichotomy now between the tiles and the UI/fog of war. I also think that some of the particle effects we now see differ from this new style.
Indeed, some of the spells effects and auras may need rethinking to get them more cohesive with this graphical style.
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coffee
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Re: Halfing LOS radius & attack ranges

#17 Post by coffee »

darkgod wrote:?
the tooltip of 18 messages at "darkgod@net-core-inbox@net-core" in screenshot ;)

edge2054
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Re: Halfing LOS radius & attack ranges

#18 Post by edge2054 »

I like this idea.

I've also been trying to keep the Chronomancy ranges at 10 or less though a few of them are variable values that can (rarely) go higher then 10. So this will be an easy change on that front.

darkgod
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Re: Halfing LOS radius & attack ranges

#19 Post by darkgod »

I've done the basic convertion, some talents are a tad more powerful and some a bit less I imagine but it should be good. Will require playtest :)

A first try with my archmage says it's indeed better this way
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Grey
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Re: Halfing LOS radius & attack ranges

#20 Post by Grey »

You have many willing and able playtesters :)
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PowerWyrm
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Re: Halfing LOS radius & attack ranges

#21 Post by PowerWyrm »

This asks for a beta 19 release :D

Sirrocco
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Re: Halfing LOS radius & attack ranges

#22 Post by Sirrocco »

Worth noting that this makes the Cursed's Pity skill completely useless for at least the first level. It also really cuts down on the comparative lethality of naga myrmidons (who had "extra-long engage range" as one of their big scary things). Would it affect skills that normally give greater than 10 non-sight detect ranges?

Sradac
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Re: Halfing LOS radius & attack ranges

#23 Post by Sradac »

I support these changes!

Will the new player avatar change how it looks depending on your gear, a la dungeon crawl stone soup? that will be epic.

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Re: Halfing LOS radius & attack ranges

#24 Post by yufra »

Sradac wrote: Will the new player avatar change how it looks depending on your gear, a la dungeon crawl stone soup? that will be epic.
I cannot speak for DG's plans, but the game engine does support this. I toyed with this a bit in my module and it worked nicely, but you have to have a large number of graphics to make it work.
<DarkGod> lets say it's intended

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Re: Halfing LOS radius & attack ranges

#25 Post by coffee »

yufra wrote:
Sradac wrote: I cannot speak for DG's plans, but the game engine does support this. I toyed with this a bit in my module and it worked nicely, but you have to have a large number of graphics to make it work.
And that's also really a very large number of hours fitting all layers GFX detail. There is always the problem of demading more from engine but layer gfx assembling for char/gear construction would be a major thing.

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