Published: May 2nd 2021, 2:04:39 pm
Heya all - It's been a while : )
I've wanted to address some combat issues and missing features for a while now, and I've finally gotten around to it.
- First issue was when the sprites were moving back and forth on the battlefield, they would often clip on top of one another. It would look like characters there were supposed to be in background was suddenly in the foreground, or they would be behind a monster when striking it. I hope to have improved upon this clipping issue by switching layers around when the sprites are moving around. (Example in attachment 1)
- Second issue was that the sprites in melee would move to far forward, literally standing atop one another. I've introduced a new value called MeleeDistance to the player, companions and enemies, so when a sprite moves to attack another, meleeDistance is substracted so they're placed somewhat properly in front of one another. (Again example in attachment 1)
- Then an addition. Companions and monsters has had their healthbars changed, so there's also a "Lustbar" for each now. It's now visible to see how much Lust the individual combatant has, and this has to do with the mechanics for Christopher (See attachment 2 for the lustbar).
Christopher will switch between two stanches: stoic and absentminded. When stoic he takes reduced physical and magical damage, but when he's absentminded he takes normal damage and a 300% increase to lust damage.
But how do you do lust damage? Well, for now you can use "persuaders"; a new type of bomb craft-able by mixing together some new items + a bomb casing. (Attachment 3)
They are smaller additions, but I hope you welcome them.
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Side news: my old, faithful Trust gtx 280 keyboard that I've had for 6 years died this weekend :/ RIP