AGR 0.8.0 Special attacks update


In a nutshell:

Well, this took way more time than I predicted, then again I had to refactor all of the ancient code. But hey it’s now possible to cleave through several enemies with a 2H axe or target vital body parts with a crossbow. Each weapon type now has a set of two special attacks, keep in mind they do come at a cost…

Oh and it’s now possible to yourself with your own fireball, since criticall misses tend to target the attacker and yes, NPCs also can critically miss. While we’re at the topic of criticals, they've also been reworked and have a chance to ignore armor or add a special effect related to struck body parts.


A Closer look:

2H in action

2H axe in action.


Stray throw.

That second throw went kinda sideways....

New features:

- Special attacks are now linked to quick slots 1 and 2.

- 1h weapons now have one special attack

- 2h weapons have to special attacks

- Critical hits now either ignore armor or add effects related to targeted body parts.

- Critical misses now hit the attacker (or force you to drop a fireball at your feet).


Game balance:

- Ranges special attacks:

  - Crossbows now have accurate shot and vital shot special attacks

  - Bows now have dazing shot shot and power shot special attacks

  - Bioguns now have double shot shot and vital shot special attacks

  - Throwing daggers and axes have double throw special attack

  - Darts and javelins have power throw special attack


- Melee special attacks:

  - Swords have double strike and chop special attacks

  - Polearms have accurate strike and vital strike special attacks

  - Blunt weapons have daze and knockout special attacks

  - Axes have power strike and cleave special attacks


- Critical hits and fails:

  - Increased base backpack price from 20 20 40 to 40 60 100

  - Changed max success chance from 99 to 98 (rolls above 98 always critically fail)     - Changed min success chance from 1 to 2 (rolls at 2 and below always critically succeed)

  - Added on crit effect to body parts

  - Critical hits now do 150% damage

  - Critical hits now have 50% chance to ignore armor

  - Critical hits now calculate damage before armor is checked

  - Melee critical misses now do damage to attacker

  - Ranged and spell critical misses force you to attack yourself

  - Critical misses for mental spells now apply effect to the attacker


- Other changes:

  - Combat spells now use (attack skill + magicSkill)/ 2 to calculate the hit chance

  - Casting combat spells now always succeeds (only checks for stray shots and hits)

  - Increased movepoint cost for lockpicking objects to 100

  - Increased movepoint cost for disarming traps to 150

  - Increased mine damage to 80

  - Changed rope requirement to thread for well

  - Added tutorial for special attacks

  - Calculation for straying projectiles has been reworked


- And many more minor changes…


Bug hunter log:

- Pike, long spear and bladed spear now require two hands

- Pick, Broad axe and Maul now require two hands

- Crossbows are now two handed (expect hand crossbow)

- All attacks now lower faction standing

- Fixed xp handling for ranged attacks

- Fixed damage type handling for ranged attacks

- Topics are now properly saved and are reset when starting a new game

- Changed SFRPAW and SFLPAW to S_F_R_C_PAW and S_F_L_C_PAW for SQUADMAMMALT

- Fixed crash when using throwing weapons


What’s next?

Since the special attacks are done I’ll start working on a toggleable map and make some hit indicators for special attacks since now they feel kinda meh. After that I’ll probably focus on moving the updated critical successes and failures into other activities besides combat. 

That’s all I’ve got for this release, so see you in a month and half :).

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