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Attack options ?
Posted: Tue Oct 07, 2014 8:39 am
by cromcrom
In LOG, I really missed the attack options from good old Dungeon master. So will there be attack options, like "heavy blow", "swift blow", "aimed shot", and so on ?
You know, clicking on the weapon would make attack options appear. Could be skill related, of course.
If not, I would really consider modding something like that for log 2. Hopefully we could have the Scripting Tools for it

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Dude, I am really excited

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Re: Attack options ?
Posted: Tue Oct 07, 2014 8:44 am
by Sir Tawmis
Re: Attack options ?
Posted: Tue Oct 07, 2014 8:48 am
by cromcrom
I would like to keep this topic mainly on attack options, please

. However, I coded a scroll imbuing script in TLC, so I hope it could be feasible again.
Re: Attack options ?
Posted: Tue Oct 07, 2014 8:50 am
by Sir Tawmis
cromcrom wrote:I would like to keep this topic mainly on attack options, please

. However, I coded a scroll imbuing script in TLC, so I hope it could be feasible again.
Well the link I posted, I had just mentioned that - but I will copy and paste what I said there, to here, and keep this "on topic"
"Imagine if, when you attack with a sword, you had to select "Swing, Lunge, Piece" for the type of attack you wanted to do with a sword? Would get pretty bothersome after awhile!"
Re: Attack options ?
Posted: Tue Oct 07, 2014 9:13 am
by cromcrom
Sorry, I missed the attack options sentence from your post. Could be bothering indeed, but with the relevant modifiers, could add a layer of tactics to combat. Could be a lot of options with all combat variables: needed time to attack, hit bonus/malus, damage bonus/malus, special effects on creatures, and so on.
I added a wound system in TLC, but this could be fun to mod
Re: Attack options ?
Posted: Tue Oct 07, 2014 9:24 am
by petri
Almost every weapon in the game has a special attack that can be unlocked by a skill.
Re: Attack options ?
Posted: Tue Oct 07, 2014 9:38 am
by cromcrom
Thanks for the precision. That is a great improvement. Not exactly what I had in mind, but it sounds great.
So I guess that from this special attack "base", it could be possible to mod more basic attack options.
I was thinking about more options, that could be gained from improved skills:
Aim for the head: big "to hit" malus, big "damage bonus". More or less efficient against some creatures.
swift strike: 50%reduced CD, half damage.
Defensive strike: bad chance to hit, few damage, increase defense...
I would personnaly pair that with some kind of stamina variable, the less stamina would lesser the hit chance and damage. Only chance to regain stamina in a fight would be to take a pause.
Definitely something I would add as a system.
Can't wait to see the engine

Jeesh, my "features" creative brain is going wild again, I love that ^^
Re: Attack options ?
Posted: Tue Oct 07, 2014 9:46 am
by Sir Tawmis
petri wrote:Almost every weapon in the game has a special attack that can be unlocked by a skill.
This sounds awesome. Kind of like how the skill tree worked in LOG1?
Re: Attack options ?
Posted: Tue Oct 07, 2014 10:11 am
by petri
Sir Tawmis wrote:petri wrote:Almost every weapon in the game has a special attack that can be unlocked by a skill.
This sounds awesome. Kind of like how the skill tree worked in LOG1?
Sort of. The key difference is that you choose when and in which situation to use the special attacks. The special attacks are quite powerful, so you need energy to use them (comparable to energy cost of spells for wizards).
Re: Attack options ?
Posted: Tue Oct 07, 2014 5:04 pm
by Sir Tawmis
petri wrote:Sir Tawmis wrote:petri wrote:Almost every weapon in the game has a special attack that can be unlocked by a skill.
This sounds awesome. Kind of like how the skill tree worked in LOG1?
Sort of. The key difference is that you choose when and in which situation to use the special attacks. The special attacks are quite powerful, so you need energy to use them (comparable to energy cost of spells for wizards).
I'm liking this more and more!