Auto aim bug. Scenario:
You are fighting with guy1, and guy2 aggro's you, the main target remains guy1 (even the arrow points still at him). Auto aim attacks like go for the jugular target guy 1, as they should. But "manually" auto aimed attacks like punch with Shift are aiming at guy2, who is not your target. You need to cycle again after sbdy aggro's you to your correct target, otherwise you'll aim always for the newest guy who aggrod' you.
So.... pls fix
EDIT: Also, auto-aimed punch/left hook tend to miss a lot. Which is annoying
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SovietUnion
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Re: Game Development: Glimmer Thatch
Last edited by SovietUnion on Wed Oct 16, 2019 9:42 pm, edited 1 time in total.
Notable characters: Cpt. Danko, Kng. Danko
LS of MorningWood (as of W7)
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"Not really. But meh.. who needs proper communication anyways"
LS of MorningWood (as of W7)
North Star market owner (W11)
King of North Star Kingdom & Market (W12)
LS of MorningWood (W13), quit early cause reasons
Open village of North Star (W14)
"Not really. But meh.. who needs proper communication anyways"
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Redlaw
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Re: Game Development: Glimmer Thatch
Thats fine, as a final step it be cool to learn as you adjust the AI for it. May ants become endgame critter stronger then trolls (just kidding).loftar wrote:The thing is that animal AI is going to demand a rather total rework to work with this combat system, so we're saving that for when we're feeling more comfortable with the PvP aspects of it.Redlaw wrote:Nice hoping at some point you can add some animals for the people that do not PVP to learn how to use the new combat system as its closer to being done. Keep up the good work.
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HasseKebab
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Re: Game Development: Glimmer Thatch
New mechanics means new exploits unfortunately.Archiplex wrote:Look at the bright side. Cliff 'hunting' and boat 'hunting' might become all the more easier to deal with if animals outrange players.loftar wrote:The thing is that animal AI is going to demand a rather total rework to work with this combat system, so we're saving that for when we're feeling more comfortable with the PvP aspects of it.Redlaw wrote:Nice hoping at some point you can add some animals for the people that do not PVP to learn how to use the new combat system as its closer to being done. Keep up the good work.
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neeco
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Re: Game Development: Glimmer Thatch
Good joke. You funny man, Jorbo.jorb wrote:It may be too difficult to flee now
W9: Hermit
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W12: Wouldn't you like to know
W10: LS of EoCity
W11: God King Emperor of the East [Retired]
W12: Wouldn't you like to know
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loftar
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Re: Game Development: Glimmer Thatch
I've been trying a couple of different ways to reproduce something like this, but can't. Are there any particular circumstances needed to? Can you give exact step-by-step instructions to reproduce?SovietUnion wrote:You are fighting with guy1, and guy2 aggro's you, the main target remains guy1 (even the arrow points still at him). Auto aim attacks like go for the jugular target guy 1, as they should. But "manually" auto aimed attacks like punch with Shift are aiming at guy2, who is not your target. You need to cycle again after sbdy aggro's you to your correct target, otherwise you'll aim always for the newest guy who aggrod' you.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Fostik
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Re: Game Development: Glimmer Thatch
Glimmermoss is a pretty rare curio, which never required sink mechanic, why did you decided to make it thatching material? From the point of view of game mechanics this is strange idea.
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My experience of market building in W13
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jorb
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Re: Game Development: Glimmer Thatch
Precisely because it is rare?Fostik wrote:Glimmermoss is a pretty rare curio, which never required sink mechanic, why did you decided to make it thatching material? From the point of view of game mechanics this is strange idea.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
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Granger
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Re: Game Development: Glimmer Thatch
Cavebulbs next please, for a nice blue-ish glowing thatching.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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wonder-ass
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Re: Game Development: Glimmer Thatch
radius on cleave opk and rip apart kito is waayyyyy too big lower that by a good bit imo. also feel like you should do more with opk.
being able to hold moves for a longer duration to kinda bait out moves (quickdodge) would be nice.
being able to hold moves for a longer duration to kinda bait out moves (quickdodge) would be nice.
see homo sexuality trending,. do not do that.
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Lyrroth
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Re: Game Development: Glimmer Thatch
it was a discord whim and request not because glimmermose need any more usage or sink it doesnt hurt anybody it is here now so why complainingFostik wrote:Glimmermoss is a pretty rare curio, which never required sink mechanic, why did you decided to make it thatching material? From the point of view of game mechanics this is strange idea.

