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Tonzag

Vintarian
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Stone Age Settler

Stone Age Settler (3/9)

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  1. @PhyDoesStuffThank you for help! As soon I have enough time I will try to fix this little issue
  2. @Curtis HumphriesI will try to finde out what's going wrong
  3. @Lumber JacksonThanks for the hint! Already fixed it, maybe there will be a patch soon
  4. @Lumber JacksonNo, it's my mistake. I will fix it
  5. @Ambulate In SomnisAs it turned out, I'm an idiot. The simplest little thing that led to this error will be fixed in the next update
  6. @Ambulate In SomnisServer or solo game? What other mods have been used?
  7. @Vincent MorganAt the moment, the Kriegsmesser has 5.9 damage and the Pernach has 8.3 if I remember everything correctly. With these values, it takes 7 and 5 strokes to kill a nightmarish drifter, respectively. I am generally silent about the smaller guys. The question is not whether Pernach is bad, but whether the Kriegsmesser is too good. According to my idea, one-and-a-half swords should beat slower, but so far it has not been possible to implement this. As for iron weapons, so far I am trying to have many well-known samples presented from iron and above (Viking sword, Axe, Saber), however, something from the Renaissance era should be there. So that these swords do not get too late, I have an idea to introduce a method of piece-made steel. However, everything that I have come up with so far is not good. One method is difficult to implement technically. The other is likely to displace the vanilla version.
  8. @Vincent MorganFirst of all, thank you for the detailed comment. Now in order about everything: Many weapons are presented only in the steel version, because these samples represent a rather late era of the art of weapons. And therefore, according to my idea, they should be given to the player in a late game. As for Sax, I want to expand its functionality. To be honest, I completely forgot that it can be used in crafting (i need to fix it, but it's a lot of work). The damage values of the mace may be revised. I wanted to make it so that the DPS of different weapons is at a more or less equal level. The shorter the range, the greater the DPS. This is done so that there is no specific weapon that everyone would choose only for its effectiveness. Let beauty or rolleplay decide. However, it is possible to understand the correctness of certain decisions only by testing them in a real game. So it's great when players write their opinions
  9. @RussiaDamage values will be adjusted in the near future. When I initially set the damage parameters for my weapon, I made them close to the original long sword in order to maintain balance. I will do the same now
  10. Can you describe to me the conditions in which the error appears? And does it appear in a single-player game?
  11. I'll try to figure out what the problem is. However, I think I already know the solution "Fixed: Game crashing if two mods with the same mod id are in the mods folder" This line is from the new patch v1.16.1-rc.2, maybe it will fix it
  12. Wow its look prety good! You should keep working, especially if you know how to make it work. I'm a complete zero in programming
  13. I don't have enough time to implement all my ideas. However, I am ready to look at your models and add them if they strike me right in the heart.
  14. I'm already making the necessary changes and finishing a couple of things. Expect an update soon!
  15. @Hal13, I had an idea to make a decorative sword for crafting such a decor. But first of all I'd rather do something more useful
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