0.14 demo released
- Captain Deathbeard
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UPDATE: demo is no longer available, new one coming october.
I think the next demo should be ready in a week or two. Here's a list of what I have finished so far:
- activated "hold position", "stay close" and "roam" buttons. Helps keep your guys under control.
- fixed countless bugs in the combat system.
- stopped characters from flickering around and not fighting properly
- combat stats and weapon damage totally overhauled and rebalanced.
- Tuned for mass combat. A strong guy can now slaughter a whole group of weaker enemies.
- new stats window
- fixed animation bugs
- Characters skills now level up from use.
- 5 new weapons: 2 katanas, 1 hacker, 1 sabre, 1 heavy blade.
- damage numbers are shown to help with balancing ("cut damage" + "blunt damage")
- Tripled the frame rate again, for towns and buildings.
There are 3 recruit-able NPCs and 2 towns. Like the old demos, small groups of bandits are running around randomly.
Your skills level up really fast, because its for testing. You level up faster if you fight stronger opponents.
Weak characters with heavy weapons will attack reaalllyyy sllooowww. But their strength will increase faster.
Your melee defence skill increases faster if you are hit, than if you block successfully.
If you get killed too much early on, hang around the town guards and join in their battles.
There are 5 different weapons now, but they are designed to be similar in quality. A higher weight means slower attacks but also you do blunt damage (based on strength and weapon weight). The idea is that light fast weapons like the katana should be superior at early levels, but the heavies win at later levels (40+).
Bandits are all level 1, guards are all 60 and should slaughter the bandits even if outnumbered.
Please let me know your observations and experiences with the general balance of combat and stats.
I think the next demo should be ready in a week or two. Here's a list of what I have finished so far:
- activated "hold position", "stay close" and "roam" buttons. Helps keep your guys under control.
- fixed countless bugs in the combat system.
- stopped characters from flickering around and not fighting properly
- combat stats and weapon damage totally overhauled and rebalanced.
- Tuned for mass combat. A strong guy can now slaughter a whole group of weaker enemies.
- new stats window
- fixed animation bugs
- Characters skills now level up from use.
- 5 new weapons: 2 katanas, 1 hacker, 1 sabre, 1 heavy blade.
- damage numbers are shown to help with balancing ("cut damage" + "blunt damage")
- Tripled the frame rate again, for towns and buildings.
There are 3 recruit-able NPCs and 2 towns. Like the old demos, small groups of bandits are running around randomly.
Your skills level up really fast, because its for testing. You level up faster if you fight stronger opponents.
Weak characters with heavy weapons will attack reaalllyyy sllooowww. But their strength will increase faster.
Your melee defence skill increases faster if you are hit, than if you block successfully.
If you get killed too much early on, hang around the town guards and join in their battles.
There are 5 different weapons now, but they are designed to be similar in quality. A higher weight means slower attacks but also you do blunt damage (based on strength and weapon weight). The idea is that light fast weapons like the katana should be superior at early levels, but the heavies win at later levels (40+).
Bandits are all level 1, guards are all 60 and should slaughter the bandits even if outnumbered.
Please let me know your observations and experiences with the general balance of combat and stats.
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Cyberruler
- Posts: 62
- Joined: Wed Jan 27, 2010 12:13 am
- Location: Kenshi
"- Tuned for mass combat. A strong guy can now slaughter a whole group of weaker enemies."
YES
YES
- Captain Deathbeard
- Developer
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demo is now released
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Cyberruler
- Posts: 62
- Joined: Wed Jan 27, 2010 12:13 am
- Location: Kenshi
Some errors with new game
-After dropping weapon, it is extremely hard to pick up the weapon and start fighting again.
-Late response after using first aid, hard to get the guy back up and fighting
-Looting doesn't work.
-Can you make it a little more steady, like when people run, they don't run past the target and come back, just stop in front of them or it.
-After dropping weapon, it is extremely hard to pick up the weapon and start fighting again.
-Late response after using first aid, hard to get the guy back up and fighting
-Looting doesn't work.
-Can you make it a little more steady, like when people run, they don't run past the target and come back, just stop in front of them or it.
ogre.log:
also theres two .exe: kenshi.exe and kenshi final.exe, weird23:44:41: OGRE EXCEPTION(7:InternalErrorException): ./data/meshes/OgreCore.zip - error whilst opening archive: Unable to read zip file. in ZipArchive::checkZzipError at ..\src\OgreZip.cpp (line 259)
- Captain Deathbeard
- Developer
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oops, my mistake. kenshi final.exe is the one you should run.dudeabot wrote:also theres two .exe: kenshi.exe and kenshi final.exe, weird
why did you post that log message? is it crashing? If not then it doesnt really matter what ogre.log says.
Cyberruler, I will look in to fixing those things.
I was knocked unconscious and my inventory shows I no longer have a sword, yet the sword model still shows on my character.
After falling, people will bleed for maybe 20-ish HP and then start to heal, once they get up, the start bleeding again and fall back down.
Also, if you order a character to attack while using the medic skill, they'll fight while on their knees... It looks very odd to say the least.
I hit a bandit so hard it took her to -110 HP, she didn't fall, she froze in place, bled to about -125 HP and is now healing.
After falling, people will bleed for maybe 20-ish HP and then start to heal, once they get up, the start bleeding again and fall back down.
Also, if you order a character to attack while using the medic skill, they'll fight while on their knees... It looks very odd to say the least.
I hit a bandit so hard it took her to -110 HP, she didn't fall, she froze in place, bled to about -125 HP and is now healing.
Last edited by Jehdin on Sat Apr 03, 2010 12:53 pm, edited 2 times in total.
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Cyberruler
- Posts: 62
- Joined: Wed Jan 27, 2010 12:13 am
- Location: Kenshi
"Also, if you order a character to attack while using the medic skill, they'll fight while on their knees... It looks very odd to say the least."
More or less funny
More or less funny
- Captain Deathbeard
- Developer
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Characters drop their weapons when they collapse. Wasn't that just the empty sheath showing on your character?Jehdin wrote:I was knocked unconscious and my inventory shows I no longer have a sword, yet the sword model still shows on my character.
A character should automatically pick up a nearby weapon if he needs to fight.
was that in one hit? each hit from a character should do more or less the same damage. If not I need to know.I hit a bandit so hard it took her to -110 HP, she didn't fall, she froze in place, bled to about -125 HP and is now healing.
- Captain Deathbeard
- Developer
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- Joined: Thu Jul 03, 2008 12:04 pm
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I just fixed some problems that were not only slowing the frame rate, but making it hideously jerky, even at high fps. Its so nice, I feel like I burned my bra.
I attached the patch here.
I attached the patch here.
- Attachments
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- demo_0-14-1_patch.zip
- (589.81 KiB) Downloaded 816 times
Wasn't just the sheathe and when an enemy was near the character's status just kept switched repeatedly from attacking to aimless and never moved.Chris_The_Great wrote:Characters drop their weapons when they collapse. Wasn't that just the empty sheath showing on your character?Jehdin wrote:I was knocked unconscious and my inventory shows I no longer have a sword, yet the sword model still shows on my character.
A character should automatically pick up a nearby weapon if he needs to fight.
I was doing 60-80ish damage with hits at the time, it may be possible that I hit her twice? I don't remember, but I'll keep watching.Chris_The_Great wrote:was that in one hit? each hit from a character should do more or less the same damage. If not I need to know.I hit a bandit so hard it took her to -110 HP, she didn't fall, she froze in place, bled to about -125 HP and is now healing.
You didn't follow the installation instructions and get the old demo, did you?dudeabot wrote:he, it doesnt work
its missing that file (and theres no meshes folder either)
Runs much better, but still jitters some.Chris_The_Great wrote:I just fixed some problems that were not only slowing the frame rate, but making it hideously jerky, even at high fps. Its so nice, I feel like I burned my bra.
I attached the patch here.
Now the medic skill doesn't seem to work, though. And one of my characters bled past -150. I'm seeing bandits bleed to -1500 and up.
I was able to make another bandit freeze in place, I broke his head. I broke another's head and he fell fine, though. Both still had positive HP, but I'm assuming a broken head is a pretty debilitating injury.
Had another freeze in place after I had knocked them into negative HP.
Something weird just happened after alt+tabbing (not the first time I've done it, though), after going back in the game and my characters won't follow commands or move at all. I spawned some bandits with 'v' and they just stand there too. Quickloading didn't help.
Had a crash when trying to quickload while 2 of my characters were down and another was fighting a bandit, haven't tested to see if it's reproducible yet.
Had another crash randomly in combat.
Yes, http://www.lofigames.com/devdem/demo-12.rardudeabot wrote:i downloaded demo_0-14.zip, Release6.rar,im i missing anything?
You may also need http://www.lofigames.com/devdem/patch-123.zip, I'm not sure on that, but better safe than sorry.
Be sure to extract the 0.14 file again afterwards and get the 0.141 patch.
- Captain Deathbeard
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In the new patch you need a medkit in your inventory, buy them from the trader.
There is a bug with the ragdolls at the moment, characters appear to freeze in place instead of following the ragdoll physics. They are technically still collapsed though.
Characters have a stat for blood, and a stat for each bodypart. If any reach 0 they collapse, apart from limbs which just become disabled instead.
There is a bug with the ragdolls at the moment, characters appear to freeze in place instead of following the ragdoll physics. They are technically still collapsed though.
Characters have a stat for blood, and a stat for each bodypart. If any reach 0 they collapse, apart from limbs which just become disabled instead.
I didn't see a medkit, just a bunch of swords. I checked both the traders.Chris_The_Great wrote:In the new patch you need a medkit in your inventory, buy them from the trader.
That's what I thought, but figured it was worth mentioning anyway.Chris_The_Great wrote:There is a bug with the ragdolls at the moment, characters appear to freeze in place instead of following the ragdoll physics. They are technically still collapsed though.
I understand that, my main concern was them bleeding forever (For example, the bandit I mentioned who bled past -1500) instead of dying. I noticed some of them still got back up, though not all of them as in the original 0.14.Chris_The_Great wrote:Characters have a stat for blood, and a stat for each bodypart. If any reach 0 they collapse, apart from limbs which just become disabled instead.
I also noticed my character regenerating blood past 100, he got to 104 before I entered combat with 6 bandits and lost.
- Captain Deathbeard
- Developer
- Posts: 1831
- Joined: Thu Jul 03, 2008 12:04 pm
- Location: UK
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I forgot to add the medkits, hopefully this will work...
- Attachments
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- demo_0-14-2_patch.zip
- (830.96 KiB) Downloaded 882 times
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Cyberruler
- Posts: 62
- Joined: Wed Jan 27, 2010 12:13 am
- Location: Kenshi
Does it work for others?Not working for me.
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