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Where should Fief go next?

Continue with the industry and action development and survival portion of the game.
- 13 (44.8%)
Straight track to peasants and town management, add other industries and skills later.
- 16 (55.2%)

Total Members Voted: 29


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Author Topic: Fief: the Medieval Manor Simulation  (Read 34194 times)

Thendash

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Re: Fief: the Medieval Manor Simulation
« Reply #90 on: February 07, 2014, 05:56:05 pm »

Looks awesome! I love world generators, one of these days I'll have to write my own.
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Iceblaster

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Re: Fief: the Medieval Manor Simulation
« Reply #91 on: February 07, 2014, 07:38:59 pm »

PTW and whatnot.

Also voted because why not :P

Thes33

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Re: Fief: the Medieval Manor Simulation
« Reply #92 on: February 13, 2014, 01:45:13 pm »

Looks like the votes are in. :)

Seems people are divided on this (as these votes are not significantly different).  So I guess I will try to do a little bit of both.  Currently working on some combat simulations to ensure that my numbers are adding up the way I want them to.  Ideally I want a trained hunter to be able to take down an animal with a single well-placed arrow.  The world generation is working great, but won't make it into the game until necessary.  So I'll be working on hunting, crop planting, and probably start the conversation engine since that'll be essential to interact with the merchants that will begin to visit the manor.

Hopefully I can get some changes in before next week and get an update out.  I particularly want to get the new crafting fixes out, as they greatly enhance the crafting experience.  I'll be out of town the following week for a conference, so Fief will be on hiatus until I return.
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dennislp3

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Re: Fief: the Medieval Manor Simulation
« Reply #93 on: February 13, 2014, 07:03:53 pm »

Sweet sounds good!
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LeoLeonardoIII

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Re: Fief: the Medieval Manor Simulation
« Reply #94 on: February 13, 2014, 08:34:13 pm »

Looks like the votes are in. :)

Seems people are divided on this (as these votes are not significantly different).  So I guess I will try to do a little bit of both.  Currently working on some combat simulations to ensure that my numbers are adding up the way I want them to.  Ideally I want a trained hunter to be able to take down an animal with a single well-placed arrow.  The world generation is working great, but won't make it into the game until necessary.  So I'll be working on hunting, crop planting, and probably start the conversation engine since that'll be essential to interact with the merchants that will begin to visit the manor.

Hopefully I can get some changes in before next week and get an update out.  I particularly want to get the new crafting fixes out, as they greatly enhance the crafting experience.  I'll be out of town the following week for a conference, so Fief will be on hiatus until I return.
I've been thinking about this in relation to D&D. One way is to amp up backstab damage when you surprise someone because they're not on their guard, and HP represent fighting skill. Another way, still considering HP as fighting skill, is to use HP as a buffer before something bad happens like a lost limb or eye damage or death or whatever. A surprise attack ignores HP and goes straight to physical wounds, again because the fighting skill never had a chance to come into play. Either way it allows a sneaky hunter or thief to get one high-lethality shot in before the target is alerted. It also lets you make some enemies more difficult to one-shot in this way by making them more alert.
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Thes33

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Re: Fief: the Medieval Manor Simulation
« Reply #95 on: February 14, 2014, 04:15:54 pm »

I've been thinking about this in relation to D&D. One way is to amp up backstab damage when you surprise someone because they're not on their guard, and HP represent fighting skill. Another way, still considering HP as fighting skill, is to use HP as a buffer before something bad happens like a lost limb or eye damage or death or whatever. A surprise attack ignores HP and goes straight to physical wounds, again because the fighting skill never had a chance to come into play. Either way it allows a sneaky hunter or thief to get one high-lethality shot in before the target is alerted. It also lets you make some enemies more difficult to one-shot in this way by making them more alert.

Some interesting ideas, but I'm not ready to add stealth components into the game.  Basically the hunting skill provides a damage bonus, but only against animals.  This represents using the knowledge of an animal's behavior/physiology to maximize damage.  In Fief, HP is NOT a buffer or abstract representation.  Each body part has its own health points representing the actual damage taken to that body part.  The red bar you see on the screen is simply the sum of those health points across the body.  Eventually clicking on the portrait (the gray box) will bring up the character screen where the damage will be shown to each body part individually.  I'm currently working on these details, so more information to come.
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Thes33

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Re: Fief: the Medieval Manor Simulation
« Reply #96 on: February 15, 2014, 03:11:28 pm »

I just posted about the combat system:  http://arboreantears.com/2014/02/15/draw-your-weapon/
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Thes33

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Re: Fief: the Medieval Manor Simulation
« Reply #97 on: February 18, 2014, 06:17:20 pm »

Hey everyone, there's a new release available (0.4.313 [Combat, Take 1]).  Mostly small bug fixes, and some of the new combat engine.
Check it out:  http://arboreantears.com/fief/download/
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n9103

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Re: Fief: the Medieval Manor Simulation
« Reply #98 on: February 19, 2014, 01:34:19 pm »

Ooo. Interesting take on the combat mechanics.
Makes a takedown and bleedout quite viable.
Nice. :D
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Tyg13

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Re: Fief: the Medieval Manor Simulation
« Reply #99 on: March 22, 2014, 08:16:51 pm »

Aw, is this dead? I've always wanted to own a medieval mansion simulator :(
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stabbymcstabstab

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Re: Fief: the Medieval Manor Simulation
« Reply #100 on: March 22, 2014, 10:01:30 pm »

No, the last blog post was last week so I doubt it suddenly died.
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Thes33

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Re: Fief: the Medieval Manor Simulation
« Reply #101 on: March 24, 2014, 05:58:38 pm »

Certainly not dead :)
I have been working on getting the final combat fixes into this next release.  Expect it soon.
Cheers!
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Thes33

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Re: Fief: the Medieval Manor Simulation
« Reply #102 on: March 30, 2014, 02:31:02 pm »

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Thes33

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Re: Fief: the Medieval Manor Simulation
« Reply #103 on: April 21, 2014, 01:04:11 pm »

Hey everyone :)

  I'm working on the AI at the moment.  Also, I've been making some fun new screens to help out with larger manor planning. 

Just for fun, let's see who can guess what the other two tabs are used for in this screenshot:
http://arboreantears.com/2014/04/17/management/
Nothing but my crude icons to go on...

First one to post correct answers gets to add a surname to the family generation list.
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Mephansteras

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Re: Fief: the Medieval Manor Simulation
« Reply #104 on: April 21, 2014, 01:05:59 pm »

Looks nifty.

Haven't tried this in quite some time. I really need to check out the latest version!
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