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Re: robbery mission dev thread
Posted: Sun Oct 25, 2015 3:00 pm
by yayswords
Any extra rewards for disneydunking the guards too?
(Disneydunking is my new term for "killing" in Aravorn games)
Re: robbery mission dev thread
Posted: Sun Oct 25, 2015 3:36 pm
by jack1974
Yes you get the full XP. But honestly in such cases I would just go for the mercenaries. For the noble battle I would try to "politely get to sleep in a bed of roses" the noble as fast as possible

Re: robbery mission dev thread
Posted: Mon Oct 26, 2015 4:17 am
by Troyen
Uh, after the endless jokes prodding and teasing about romancing minor characters, now you're finally telling us we should seduce the nobles?
Re: robbery mission dev thread
Posted: Mon Oct 26, 2015 5:02 am
by yayswords
Do we really need to spell out heavily armored/fast? We can see their stats

Re: robbery mission dev thread
Posted: Mon Oct 26, 2015 7:40 am
by jack1974
OK (also it's a bit relative, since if you put all attributes on Speed, the enemy won't result very fast vs your party).
I've added 50% Ignore Taunt chance for the two toughest mercenaries (meaning they could hit another character instead of the one with more aggro for 50% of time).
Re: robbery mission dev thread
Posted: Mon Oct 26, 2015 10:24 am
by jack1974

another big step finished! The list on the left populates based on new discovered target (pseudo-randomized). Now I'm going to add sorting by the column values (even if there won't be a lot of targets, I'll add a limit).
By default all info is hidden, and you can use the "Gather Info" button to discover more, spending time or a little money

So far seems to work rather well, this part of the game seem fun already!

Re: robbery mission dev thread
Posted: Mon Oct 26, 2015 4:22 pm
by Troyen
UI looks pretty neat.
Are you going to add pseudo-random names to the left side? So instead of listing out "Noble", "Noble", "Noble" have a set of a few dozen possibilities for noble house names to steal from?
Re: robbery mission dev thread
Posted: Mon Oct 26, 2015 4:57 pm
by yayswords
Also, shouldn't it say burgle? I know it sounds stupid... commit burglary perhaps. Point being that robbery means they actually intend to find someone and threaten them to hand over their valuables, whereas as burglars they try to get by undetected and "only" steal.
Re: robbery mission dev thread
Posted: Mon Oct 26, 2015 6:01 pm
by jack1974
Troyen wrote:
Are you going to add pseudo-random names to the left side? So instead of listing out "Noble", "Noble", "Noble" have a set of a few dozen possibilities for noble house names to steal from?
No because they're just town districts (in the game logic, categories).
You can steal from Merchants, Nobles or Military (not really happy with this last one, I should try to find something better).
yayswords wrote:Also, shouldn't it say burgle? I know it sounds stupid... commit burglary perhaps. Point being that robbery means they actually intend to find someone and threaten them to hand over their valuables, whereas as burglars they try to get by undetected and "only" steal.
Like always when I code those screens I just write everything on my own, so before releasing the beta will hand everything to Forsaken to find better names/words/etc

Re: robbery mission dev thread
Posted: Mon Oct 26, 2015 6:14 pm
by Anima_
jack1974 wrote:
No because they're just town districts (in the game logic, categories).
You can steal from Merchants, Nobles or Military (not really happy with this last one, I should try to find something better).
Clergy maybe? Depends who close the setting is to the European middle ages that would be an obvious third group of moneybags. Landlords would be a less exciting/controversial option. Oh and of course stealing from crime lords is also a classic.