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Topics - fiziologus

#1
Bugs / [half] Battle Log and BodyPart
February 11, 2018, 09:51:16 AM
If body part have tool and damage/destroy battle log say "damage/destroy <tool> and <body part>" not "damage/destroy <body part>".

This half bug and no critical (BattleLog some bugged anyway).
#2
Ideas / Weapon, Clothing and skill.
February 11, 2018, 07:12:45 AM

    • Weapons.

      • Spear. Wooden and wooden with stone point (neolotic) spear on start (craft spot). Learn base metallurgy for just point wood stick is insane.
      • Sling. Simple range weapon from leather (no fur). Need both melee and range skills (melee for cooldawn, ranged combat for aim). Hit hard and little stun.
      • Throwning spear and pila later. Range weapon suitable for melee combat (as weak spear). Need both combat skills as for sling (but melee affect to damage (low) and range (high)).
      • Twin weapon set. Pistol+knife(or sword), two sword/pistol/knife etc, all use as one weapon. Enhance melee verb (knife more better then bare fist)  for range+melee, and enhance fighting for other (less cooldawn (say -50%), but less to-hit/aim (also -50%))
      • Two-hand melee weapon. Bigest one-hand version (1.5x material), and take more damage (about 1.3-1.5x), but slow (about 1.2-1.4x cooldown).
      • Flail. Both neolithic (leather+[wood+]stone) and medieaval (metal[+wood]) weapon with to-hit bonus and high damage, but may little hit (revers depend on melee skill) owner if miss targer  ;).
      • bayonet
      • Humanlike use kick (with some stun damage) in melee combat instead head. "Jon hit with head Jim's leg" very funny log message. All prosthesis no change kick stat except peg leg (full remove kick).
    • Clothing

      • Two material, main and second. With "complex cloth" research. Apparel get best stats from both material and label from main (or complex label mainMat thing with secMat).
      • Boots. Cold protect, enhance walking.
      • Pants to base clothing. This no more complex than parka, and wear Rome Empire warriors (and even early in cold places).
    [/li]
  • Skills

    • Combat skills affect (little, say 1%/unit) to cooldown.
    • Medical little affect to melee damage.
    • Art (with craft and randome ;D ) affect to things quality.
    • Ambidexterity stat (hiden fourth trait). Lower two weapon set penalty, and enhance manual work speed.