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Topics - Acolyte

Pages: 1 [2]
16
Not bugs / [not a bug] Aptitude not updating
« on: January 05, 2019, 11:44:40 AM »
When completing a game course and choosing to raise the attributes the attributes raise but the skill aptitude stays the same. Skill aptitude is an average of attributes so if they all go up by one shouldn't the aptitude also increase by 1?

Thanks!
   - Shane

17
Suggestions / Quick Slots
« on: February 11, 2018, 05:31:14 AM »
I notice that numbers 4, 5, and 6 are not used. Perhaps some quick slots for things like shovels and fishing poles could be added in. Perhaps even food or liquid containers. Not that big a deal to me, personally, but it's one of the complaints I see on Steam - the UI. Being able to set things up to press a single button may help there. Maybe for specific skill actions as well - like tan skin (used for multiple steps usually with cooking in between so no easy repeat command) or make bandage/ make cord which would be handy after running into robbers...... Just something configurable.

Also, perhaps, the repeat command could maybe also auto use the last item for things that are applied - presuming it's still in the inventory (not a fox trap or snare).

   - Shane

18
Suggestions / Height/Weight separate from attributes.
« on: February 01, 2018, 06:56:41 PM »
We need a little more control over our character's appearance. I know that Weight has an effect on  Strength and build (not shown) has an effect on Agility so it's not that easy.

My suggestion would be to roll Height/Weight first, then roll attributes.

   - Shane

19
Suggestions / Ability to sit.
« on: January 29, 2018, 12:45:24 PM »
I mean, you have benches, right?  ;)

This also may be a usable alternative to standing for some tasks if there's also a table nearby. Handy when you want to tan that bear skin you worked so hard for - so hard you can't stand due to leg injury....   :(

   - Shane

20
Suggestions / Armor Quality
« on: January 27, 2018, 05:40:55 AM »
I see that Armor quality is on the development list and am very happy about this!

My suggestion would be to have Fine and Masterwork armor get double the durability so that it lasts longer and for Masterwork items to weigh 10% less.

My reasons for not advocating an increase in protection value - even a small one- is that so many times you have layers. If you have an Undershirt, Shirt, Tunic and Hauberk all of Masterwork quality that small bonus, lets say it's just a +1, becomes quadrupled, to in this case +4. This is a little too much. Just think about the hips!

My other suggestion would be to add in the ability for craftsmen to repair damaged metal armor.

Stuff's expensive, I'd want to keep it in good nick.  ;)
   - Shane

21
Gameplay questions / Fine Items
« on: January 21, 2018, 09:52:02 AM »
Do Fine items get a (maybe smaller) bonus to skills like the  Masterworks do?

   - Shane

22
Not bugs / [let it be] Skins
« on: January 21, 2018, 06:52:57 AM »
Not sure if it's a bug, but it takes 4lbs of leather to make a .3lbs item. Is there a decimal missing?
   - Shane

23
Suggestions / Some other minor suggestions
« on: January 20, 2018, 06:58:15 AM »
1. Being able to see the 3 tiles behind and to the rear sides. Most of us are quite aware of anything that close and it would be a boon for leading animals and lost adventurers.

2. Having a greyed out icon on the map of what you are hearing if it's close enough and you can't see it. So a generic "thing" appears where you can "hear something running away to the..." or a generic bird for the "Flapping of wings to the....". Also, a greyed out version of the animal or adventurer that you're leading - you'd have a pretty good idea of where they were.

3. Have you looked at the game Neo Scavenger http://bluebottlegames.com/games/neo-scavenger? If not, you should. In particular the inventory system, it's fantastic. The only game where I've been looking through all my pockets for my multi-tool.

24
Suggestions / Fractional bandages and cord.
« on: January 20, 2018, 06:39:47 AM »
Hello! Love this game, Harnmaster was always my favorite TT RPG and I'm really happy to find a rouge-like using it.

So, my suggestion: Make Cord and Bandages work like virtually everything else in the game. When you use Bark for tanning, hide for cloths, food for hunger, ect it doesn't use 1 whole anything except by coincidence, everything uses a fraction of the item.

Arrows could use .1lbs Cord, Skis 1lb, rafts 3lbs, and so forth. Bandages could use an amount based on the injury and bleeding (representing you changing the bandage throughout the day).

The first you can get by simply editing the diy text file, so that's easy.
I'd also like to be able to turn Loop Traps back into cord, cause that's what it is, it hasn't changed, it's still a piece of string. It should be easy to disassemble it back into cord. Maybe make it like all the other traps except the fox board - you can assemble it from materials in inventory or on a tile nearby and the disassemble into it's component parts just like a small lever trap or some such.

Just some thoughts.
   - Shane

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anything