edit: after playing the twirlimp's version

I just added a distance limit!ace wrote:absolutely fantastic.
edit: after playing the twirlimp's version
January 3, 2016 wrote:
Limited Attack Distance for Ranged Weapons
Ranged weapons now have a property that decides what their attack range is.
You will get a message in combat if your target is out of range.
The Wooden Longbow has an attack range of +2, which means it's +2 more than melee range.
Also, this property can be added to other equipment like rings or whatever in order to boost attack range.
(e.g. Eyeglasses that enhance vision, enchanted rings, etc...)
However, even if you wear "ranged" equipment then at least one of them has to be a weapon.
(you can't do ranged attacks with a sword if you have enchanted ring)
Ranged Attacks
Can now start ranged attacks without an "aim mode" (although the option can still be toggled to "need to aim" ).
This means that you just need to press on the monster,
and you will walk towards it and attack as soon as you are within range.
Combat Movement
If there are still attackable monsters within range then player will not auto-exit combat.
This means that monsters (that you have attacked) will be following you and the only way to end combat is to somehow make more flee-moves than them (or kill them).
Tip: you can currently change to melee weapons mid-fight in order to flee faster because of shorter attack range.
Yes, sir. I would probably create a thread for it, but I will have to think it over. I think you might be right that it makes combat a little more complex, nevertheless, I would enjoy a little introduction of player skill as oppose to only a hit/miss dimension.twirlimp wrote:The aim-mode button instantly switches to combat but first you have to press it and select a valid target.
As for weapon combos, i admit that "Defend" sounds good, but perhaps it's only usable if you have a shield equipped.
To be honest I haven't yet decided that combos are fun and i need more examples before I'm convinced.
It seems like it would make combat unnecessary complex, and we can just add the effects to new weapons so you re-equip for each combo.
Please feel free to expand your idea and say how you think it'll be like . I think my creativity dries up when I'm sleepy. :p
Voom wrote:Yes, sir. I would probably create a thread for it, but I will have to think it over. I think you might be right that it makes combat a little more complex, nevertheless, I would enjoy a little introduction of player skill as oppose to only a hit/miss dimension.twirlimp wrote:The aim-mode button instantly switches to combat but first you have to press it and select a valid target.
As for weapon combos, i admit that "Defend" sounds good, but perhaps it's only usable if you have a shield equipped.
To be honest I haven't yet decided that combos are fun and i need more examples before I'm convinced.
It seems like it would make combat unnecessary complex, and we can just add the effects to new weapons so you re-equip for each combo.
Please feel free to expand your idea and say how you think it'll be like . I think my creativity dries up when I'm sleepy. :p
The aim-mode button is pressed, then you press the specific monster. I like. Could it be possible to press aim-mode button and it instantly switches to combat mode and then tap anywhere on-screen to shoot at the nearest monster? (My thumb is quite big and I can mistakenly press anything but the monster, accidentally)
Well yeah it might, but you still need to be careful to actually press on the monster or else you will just walk past it.Voom wrote:Makes sense. that solves the problem.
Both modes are the same inside combat. The difference (aim-mode) exits only in pre-combat.Voom wrote:Yes, it works just fine for me. Let me suggest this though. In the second setting, once you are already in combat mode you would have to click on the monster to shoot an arrow, otherwise, pressing the surrounding terrain wouldn't do anything until you decide to leave combat or you shoot. This prevents movement.