Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3 4 ... 7

Author Topic: Living World - Toady brings adventure mode to life! (6.6.12 devlog)  (Read 12963 times)

Intro1827

  • Bay Watcher
    • View Profile
Re: Living World - Toady brings adventure mode to life! (6.6.12 devlog)
« Reply #15 on: June 08, 2012, 08:12:09 am »

Hammer blow to the skull has consistently worked for killing things.
Logged
In mid air, the dwarf continued to take hits from both the minecart and his own falling axe.

rtg593

  • Bay Watcher
    • View Profile
Re: Living World - Toady brings adventure mode to life! (6.6.12 devlog)
« Reply #16 on: June 08, 2012, 10:04:20 am »

Corai's guide to the galaxy.

  • Step 1: Be yourself!


...

  • Step 6: OH GOD HIDE THE BODIES HIDE ALL THE BODIES!
Lol, LW, you always come up with the best posts :p
Logged
Is it because light travels faster than sound,
that people appear bright until you hear them speak?

Devling

  • Bay Watcher
  • You're all a bunch of socialists!
    • View Profile
Re: Living World - Toady brings adventure mode to life! (6.6.12 devlog)
« Reply #17 on: June 08, 2012, 11:47:09 am »

It also mentions something about removing the quest system of,
"Hey random guy, give me shit to kill!"
And replacing it with something more like,
"Hey leader of this bandit gang, give me shit to kill!"
and then he'll tell you to kill a mayor, or an enemy bandit or something.
That's what I hope happens.
Logged

FloorBelow

  • Bay Watcher
    • View Profile
Re: Living World - Toady brings adventure mode to life! (6.6.12 devlog)
« Reply #18 on: June 08, 2012, 04:11:13 pm »

Oh, wow. This is gunna be epic.
Logged

lignition

  • Bay Watcher
    • View Profile
Re: Living World - Toady brings adventure mode to life! (6.6.12 devlog)
« Reply #19 on: June 08, 2012, 06:39:43 pm »

I can't wait until I can walk into an elf town and kill everything, then head to a dwarf town and everyone calls me a hero for killing so many elves.
Logged

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: Living World - Toady brings adventure mode to life! (6.6.12 devlog)
« Reply #20 on: June 09, 2012, 02:43:45 pm »

I can't wait until I can walk into an elf town and kill everything, then head to a dwarf town and everyone calls me a hero for killing so many elves.
Or when you utterly destroy all attempts made by Dwarves to build diplomatic relations with the Elves, branding you a terrorist by both civilizations. Oh yeah, the RNG would do that.

Trapezohedron

  • Bay Watcher
  • No longer exists here.
    • View Profile
Re: Living World - Toady brings adventure mode to life! (6.6.12 devlog)
« Reply #21 on: June 10, 2012, 06:30:22 am »

Non-lethal combat? Finally, I can be Batman!

...I mean, I could be Batman right now, if I modded the Bat men to appear as adventurers, but they'd still end up killing their bounties.

Speaking of bounties, it would be nice if you could capture some villains non-lethally (hogtie?), bring them back to town and get paid for the work. That way, you won't have to be the unstoppable force each and every time you play Adventure Mode.
Logged
Thank you for all the fish. It was a good run.

RenoFox

  • Bay Watcher
    • View Profile
Re: Living World - Toady brings adventure mode to life! (6.6.12 devlog)
« Reply #22 on: June 10, 2012, 11:41:21 am »

While I tend to only play a good guy, I'm most exited about starting grudges and having groups and possibly even civilizations make a priority of catching you. The burning vengeful rage of a bandit clan that has had its every members teeth knocked out by "that one damn guy" is something no other game has even dreamed of implementing!

rtg593

  • Bay Watcher
    • View Profile
Re: Living World - Toady brings adventure mode to life! (6.6.12 devlog)
« Reply #23 on: June 10, 2012, 03:12:05 pm »

While I tend to only play a good guy, I'm most exited about starting grudges and having groups and possibly even civilizations make a priority of catching you. The burning vengeful rage of a bandit clan that has had its every members teeth knocked out by "that one damn guy" is something no other game has even dreamed of implementing!

Lol, or the one guy that broke every finger of every hand in the bandit clan ;) (I was really bored, once :p)
Logged
Is it because light travels faster than sound,
that people appear bright until you hear them speak?

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: Living World - Toady brings adventure mode to life! (6.6.12 devlog)
« Reply #24 on: June 11, 2012, 02:01:40 am »

I can't help but be excited at the possibilities for future gameplay that these first updates are going to open up. First, we'll be able to coerce enemies into submission, and force them to return to their commanders. Then, we'll get to turn them in to the town guard (if they coul be proven to be a criminal rather than you!) and send them to prison, where we can visit them in their cell. Then, we might be able to take someone to court, get involved with the law and try to provide evidence against someone that we may have gathered/witnessed/pulled out of our asses in order to frame them and convince the guard to incarcerate them without a direct act of violence involved.

The change in immediate enemy recognition is also VERY appreciated. It's a huge step toward fixing the "I walked through a door and accidentally chopped a guy's head off because I beat up somebody's bunny earlier." issues, where the entire civ immediately knows and bumrushes you. It would also be a potential fix for loyalty cascades (but oh the FUN we'd lose!) and generally just handling crimes better. I'm looking forward to this update, and then punching somebody in the face, only to submit a bug report because they sometimes NEVER register you as an enemy, no matter what you do, or your companions fail to recognize that you're under attack. You know it'll happen in the first couple updates. :P
Logged
I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Corai

  • Bay Watcher
    • View Profile
Re: Living World - Toady brings adventure mode to life! (6.6.12 devlog)
« Reply #25 on: June 11, 2012, 02:04:11 am »

I can't help but be excited at the possibilities for future gameplay that these first updates are going to open up. First, we'll be able to coerce enemies into submission, and force them to return to their commanders. Then, we'll get to turn them in to the town guard (if they coul be proven to be a criminal rather than you!) and send them to prison, where we can visit them in their cell. Then, we might be able to take someone to court, get involved with the law and try to provide evidence against someone that we may have gathered/witnessed/pulled out of our asses in order to frame them and convince the guard to incarcerate them without a direct act of violence involved.

The change in immediate enemy recognition is also VERY appreciated. It's a huge step toward fixing the "I walked through a door and accidentally chopped a guy's head off because I beat up somebody's bunny earlier." issues, where the entire civ immediately knows and bumrushes you. It would also be a potential fix for loyalty cascades (but oh the FUN we'd lose!) and generally just handling crimes better. I'm looking forward to this update, and then punching somebody in the face, only to submit a bug report because they sometimes NEVER register you as an enemy, no matter what you do, or your companions fail to recognize that you're under attack. You know it'll happen in the first couple updates. :P

Now, the problem is raised.


What of kobolds, goblins, and elves? They dont have law.


Would kobolds jsut zerg-rush like humans do now?

Would goblins just be hostile instantly?

HOW will elves "exile" you from a civ your not in?

Logged
Jacob/Lee: you have a heart made of fluffy
Jeykab/Bee: how the fuck do you live your daily life corai
Jeykab/Bee: you seem like the person who constantly has mini heart attacks because cuuuute

Fniff

  • Bay Watcher
  • if you must die, die spectacularly
    • View Profile
Re: Living World - Toady brings adventure mode to life! (6.6.12 devlog)
« Reply #26 on: June 11, 2012, 02:09:23 am »

I can't wait for a law system, because then I can disregard it and be a cowboy, dispensing justice with a crossbow and sword.

Xantalos

  • Bay Watcher
  • Your Friendly Salvation
    • View Profile
Re: Living World - Toady brings adventure mode to life! (6.6.12 devlog)
« Reply #27 on: June 11, 2012, 02:46:25 am »

Me gusta.
Logged
Sig! Onol
Quote from: BFEL
XANTALOS, THE KARATEBOMINATION
Quote from: Toaster
((The Xantalos Die: [1, 1, 1, 6, 6, 6]))

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: Living World - Toady brings adventure mode to life! (6.6.12 devlog)
« Reply #28 on: June 11, 2012, 06:08:07 pm »

While I tend to only play a good guy, I'm most exited about starting grudges and having groups and possibly even civilizations make a priority of catching you. The burning vengeful rage of a bandit clan that has had its every members teeth knocked out by "that one damn guy" is something no other game has even dreamed of implementing!
LEAVE NO SURVIVORS.

Powder Miner

  • Bay Watcher
  • this avatar is years irrelevant again oh god oh f-
    • View Profile
Re: Living World - Toady brings adventure mode to life! (6.6.12 devlog)
« Reply #29 on: June 11, 2012, 06:30:42 pm »

Yyeessss! I can finally align myself with my kingdom!
Also this is a step forward to being able to make groups w/ your adventurer as the leader, something I have always wanted to do.
Logged
Pages: 1 [2] 3 4 ... 7