They are speaking about KotC!..
https://www.realms-beyond.com/combat-ai/
Thank you very much! Essentially, it's the same system as in KotC 1, so you have a different image for energy damage (fire/cold/acid/electricity/sonic), holy/unholy damage, axiomatic/anarchic damage, vampiric damage, ability damage, and normal damage (piercing/slashing/bludgeoning). The size of the image depends on the number of points of damage. The various damage types also come with different sound effects.Darthcast wrote:Great trailer! I have to say, I did not expect the animated gameplay to look that good, way better in action than on screenshots. The spell effects look good too, I was wondering whether the different melee damage types are also visualized by different effects? It would be great to have different effects for damage types/weapons like swords, blunt etc
I would like to implement that system. Sprites do have a lot of charm.Would be great to have the possiblity to use animated sprites and to have a module look like similar like that example screenshots from Fantasy Grounds. The method with different file names also sounds easy to use.
Thank you for the suggestion! We'll see.feanor89 wrote:Whenever you flank a creature that is immune to sneak attack damage, you still gain half of your sneak attack dice as bonus damage
BlueSalamander wrote:Thank you very much! Essentially, it's the same system as in KotC 1, so you have a different image for energy damage (fire/cold/acid/electricity/sonic), holy/unholy damage, axiomatic/anarchic damage, vampiric damage, ability damage, and normal damage (piercing/slashing/bludgeoning). The size of the image depends on the number of points of damage. The various damage types also come with different sound effects.Darthcast wrote:Great trailer! I have to say, I did not expect the animated gameplay to look that good, way better in action than on screenshots. The spell effects look good too, I was wondering whether the different melee damage types are also visualized by different effects? It would be great to have different effects for damage types/weapons like swords, blunt etc
fabgrass wrote:it cound be different, with just a general indication of state (good, injured, bad, near death or I don t know)
feanor89 wrote:The forum has been a little bit quiet this week, I hope everything's ok
itsdat wrote:feanor89 wrote:The forum has been a little bit quiet this week, I hope everything's ok
Pierre always disappears for longer periods..[up to 7-10 days even]
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