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Carrying Penatly and fatigue tested
Hi, I did some interesting tests about game engine. ![]() I discovered that fatigue when running very strictly depend even on very small (as I was thingking before) Carrying Penatly. On my character 253lbs I can still carry 25lbs weared clothes without any penatly. Its seems like 10% maybe is free. During the test I was running 1 big map tile island from 1 shore to another and back. It was 66 tiles x2 = 132tiles = 264m. I did many same runs to be sure, and every time effect was same. When I wasn't carry anything except my weared clothes my carring penatly was 0% 0% carrying penatly --> 22% of fatigue after run. You can't carry any equipment to stay with penatly 0%, even smallest knife make it-1%. Game mechanic dont cunt weight directly, you can have few pounds or kg more if you still fit in penatly limit which looks like this: cp = carrying penatly --> fatigue after 132 tiles of distance runned cp 0 % --> 22% cp 1 % --> 44% cp 2-4% --> 64% cp 5-6% --> 86% cp 7% stoped at 95% fatigue around 25 tiles to end, wasn't able to run anymore ![]() I didn't check if big penatly affect combat fatigue also the same way, but I gues its work like this. Now you know why this njerpz civilians get you so fast and why they are so hard to beat. This kids and womans dont have weapons and armor. From crowd of 10 civilians there always are 1-2 or 3 fast with high dodge. Even if you going to kill them full heavy armored without any running, your fatigue probably will be same extremally high after few attacks becasue it looks like combat is affected same as running. I can still take Longbow, 2 knives, and 20 of arrows and fit in 1% penatly including light weared armor( penatly free) July 02, 2022, 03:47:37 PM |
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Summery summary
The summer and nightless nights have made it less attractive to sweat inside the development chambers, so I've been experiencing natural and seasonal downshifting periods with coding. Nevertheless, the new features are being pushed ahead slowly but steadily amid all the other intriguing summertime activities. So, a brief summery summary from the development chambers goes as follows: The work with the shingles is basically all done by now, except that there's one sidetracking idea that may delay wrapping up the shingle code. See, the shingles would actually need to be split from a block of pine wood, and as we know the tree species is not currently derived into lumber products. Well, I'd dearly would like to feature it now together with shingles but as it's somewhat complex addition we don't want to delay the next release too long either. So, this is being considered now, and yes, whenever the tree type will be featured in the lumber products it will naturally start affecting to many other crafts too. The pausable crafting transition naturally continues and it's now considered and prioritized as the main sector of work until all the crafts are prone to pausable mechanics. It won't be yet completed with the next release, but we'll be closer to the goal with every patch. When going through the all item definitions the bigger and lesser chances to some crafting recipes will follow. For example, as we're now getting shingles the concept and crafting of torches is being re-considered. The idea of featuring separate key-command for modded items has been brainstormed and very lightly sketched amid the ongoing conversation and is likely to be first featured as a "beta-feature" which can be used/tested at will alongside the current way of adding modded items. The current system of simple diy_*.txt snippet additions is going to stay as it is, and easy as it is. We're hopeful, but can't quite promise, that the separate modded item key-command will be featured in the release - it depends on the favourableness of the spirits of priorities. There are also several new arrow types being considered, eg. whistling arrow, together with introducing a separate ARROWMAKING skill. We're hopeful that these will be also feature in the next release - if the spirits be on our side. And then, a brief summery summary of the past weeks from outside the development chambers goes as follows: ![]() ![]() ![]() ![]() ![]() ![]() Cheers! June 30, 2024, 08:30:41 PM |
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Summarizing shingles, showcasing tree species based timber
Let's sum up and showcase a few recently mentioned crafting related ambitions with some screenshots. As mentioned earlier we'll be featuring a new light source, shingles. They are thin and flat oblong pieces of pine wood which were burnt to produce light - especially for lighting up houses during the dark time of the year. Shingles are lit by using [a]pply command. Once a shingle is burning you can drop and set it wherever the light is needed, or carry it with you. Traditionally shingles were burnt in a specific stand that kept them in a good angle for proper burning, but in the game the dropped burning shingles are imagined to be inserted between the wall logs or set firmly in place by some other means. One shingle burns for about 30 minutes in the game so for continuous lighting a new one needs to be lit before the previous one fades out. This sort of shingle replacement is done automatically if your character is located beside the burning shingle and there's a stack of new shingles nearby on the ground. You character then automatically replaces and lights a new shingle when necessary, and you don't need to worry about maintaining the lighting even if the task you were doing would take a long time. ![]() Here a cabin is lighted up by two shingles burning in place. There's also a stack of shingles on the ground and if the character remains beside it a new shingle is automatically lit when the previous one fades out. Shingles can be crafted by the player character, and they may be needed in quite amounts during the dark season. An axe and a knife and suitable block of wood are needed for splitting the shingles. The preferred tree species is pine so our shingle splitting requirements will look like this. ![]() A block of pine wood is required for splitting the shingles. Currently the felled trunks in the game are all of the same generic wood type, and tree species don't have much difference in crafting. But now that is going to chance as we'll be adding tree species property for big trunks and assorted timber products. At the first stage this addition only covers big trunks and slender tree trunks will remain generic, but in the future also the slender tree trunks will get the tree species property. So, upon felling big trees the tree species now gets derived into the produced tree trunk. As a result the tree trunks are now called as pine tree trunk, birch tree trunk or spruce tree tunk - depending on what species of tree was felled. There are also different tree trunk tile graphics for pine tree trunk, birch tree trunk and spruce tree trunk. The basic timber products made of big trunks eg. blocks and boards will now start to inherit the tree species resulting in eg. "pine boards" or "block of birch wood". And so the tree type will now start to affect to what type of wood is needed/preferred for crafting this or that. Some tree type preference adjustments based on this addition will be made to craftable items in the next version and it will continue to grow more detailed in the versions to follow. ![]() Here our character has felled big spruce, pine and birch trees and they appear on the ground like this. The coding focus remains in the pausable crafting transition, but it also seems to grow more complex and comprehensive as we advance. These are future adjustments - not yet functional in current version 3.84.2 July 10, 2024, 02:45:23 PM |
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