Re: Shield Module
Posted: Mon Jun 15, 2020 4:13 am
Okay, all I need to do is setup the mod settings page, and 3.0 is here. Only thing I have left is a patch for one or two mods in 3.1.
What has been added and will be completely controllable in settings.
Biggest graphical update is classic animation mode. This simulates the original 5 frame at 10 frames a second animation timing to split the animation into individual frames. It will disable walk bob no matter what, but all other animations are kept and have classic frame animations to them. This includes bash and onhit.
On top of a small increased push back when doing timed blocks, bucklers/round shields now reflect a percentage of the enemies damage back to them, which increases with the closer you get to the end of the timed block animation. This includes blood and sound effects for feedback and immersion. This rewards more agile players, not focused on strength, but more focused on agile builds and timings. Go in, timed deflect, counter attack, and dodge out. Since your not using allot of your own energy force, this doesn't require a noticeable amount of fatigue like bash tons.
Heaters and kite shields now have a bash attack. This can be triggered when the shield is fully raised and at no other point. It will shoot out a quick spherecast(Round sphere to simulate shield size) to detect if you hit them. No matter what, it will cost amount of fatigue based on your strength/damage (this cost, like everything, is reduced by training agility). It is a noticeable amount if you spam bash, so think before wasting the energy.
If you hit, it will knock back the enemy based on your base strength, It will also damage them, up to ten points, scaling with strength, This rewards more tanky, strength, endurance builds.
However, you can create interesting hybrids by using agility to decrease fatigue costs, and strength to increase bash damage, so you can have bash centered builds that still use high agility to allow for more, weaker type bashes. These are great for quick pusbacks/interrupts. This includes blood and sound effects for feedback and immersion.
One last note, bashes don't have any stun effect yet. Going to see if the pushback is enough. Technically, bashing should open your up. Fighters all the time got killed trying to place a mistimed bash/counter punch on enemies.
What has been added and will be completely controllable in settings.
Biggest graphical update is classic animation mode. This simulates the original 5 frame at 10 frames a second animation timing to split the animation into individual frames. It will disable walk bob no matter what, but all other animations are kept and have classic frame animations to them. This includes bash and onhit.
On top of a small increased push back when doing timed blocks, bucklers/round shields now reflect a percentage of the enemies damage back to them, which increases with the closer you get to the end of the timed block animation. This includes blood and sound effects for feedback and immersion. This rewards more agile players, not focused on strength, but more focused on agile builds and timings. Go in, timed deflect, counter attack, and dodge out. Since your not using allot of your own energy force, this doesn't require a noticeable amount of fatigue like bash tons.
Heaters and kite shields now have a bash attack. This can be triggered when the shield is fully raised and at no other point. It will shoot out a quick spherecast(Round sphere to simulate shield size) to detect if you hit them. No matter what, it will cost amount of fatigue based on your strength/damage (this cost, like everything, is reduced by training agility). It is a noticeable amount if you spam bash, so think before wasting the energy.
If you hit, it will knock back the enemy based on your base strength, It will also damage them, up to ten points, scaling with strength, This rewards more tanky, strength, endurance builds.
However, you can create interesting hybrids by using agility to decrease fatigue costs, and strength to increase bash damage, so you can have bash centered builds that still use high agility to allow for more, weaker type bashes. These are great for quick pusbacks/interrupts. This includes blood and sound effects for feedback and immersion.
One last note, bashes don't have any stun effect yet. Going to see if the pushback is enough. Technically, bashing should open your up. Fighters all the time got killed trying to place a mistimed bash/counter punch on enemies.