4.20 star(s) 15 Votes

eugeneloza

Member
Jan 2, 2022
220
104
> he/she will die

Give your allies maces and other impact weapons. Also, at least as of 0.51, to have allies properly interacting with enemies to not se them to "escort" but "go to spot". One more thing (again for 0.51) your allies are set as unique, that means they are saved in Save Game - so changes you have made may not affect your current playthrough - only when you first meet them.
 

fabien321

New Member
Nov 6, 2020
3
0
> he/she will die

Give your allies maces and other impact weapons. Also, at least as of 0.51, to have allies properly interacting with enemies to not se them to "escort" but "go to spot". One more thing (again for 0.51) your allies are set as unique, that means they are saved in Save Game - so changes you have made may not affect your current playthrough - only when you first meet them.
Thanks for the advice but the problem still exists.
 

Tsugumi

Well-Known Member
Oct 16, 2018
1,363
1,121
RayAnimus Short version - yes. Long - yes and no: it is on "indefinite hiatus" (the occasional fan-made mod popping up from time to time aside), so "no, not abandoned", but since it is officially on a long-term hiatus - in other words, no development happening -, it is marked "abandoned" as per F95 rules.......methinks. :rolleyes: Either way, do NOT expect updates until indicated otherwise by the dev.
 

YHL

Newbie
Jun 10, 2017
94
49
From what I understood, this game got abandoned because the engine was too limiting. Corrupted at the Core is a game on a new engine that's different but features developed on this game basically lays the groundwork for HRT2.
 

Luin

Newbie
Jul 4, 2018
53
61
... when an enemy get naked and exhauted he/she will die. So it's really rare to see your allies restraining an enemy.
So basically, the problem is that the enemies run out of HP before the final knockout, where they can be grabbed or restraint. You can again go into editing that enemy's .json and input a lower value for "STAGGER" characteristic, baseline is 25 if I remember it right. This will make it easier for your team to knock the enemy out. You can also increase that npc's HP value, to make sure they survive long enough to be grabbed (I don't remember how strong strip move was in vanilla game, but making them survive 2 knockouts should do the trick, I think). It should work on non-unique characters, but note that in vanilla game there is a "stagger bug" that will raise any unique character's stagger value (on any level up and reset). It will eventually go beyond the maximum and make them unable to be knocked out with conventional means. Outside of that particular scenario, increasing HP and reducing stagger should make the enemies available for grabs and restraints.

From what I understood, this game got abandoned because the engine was too limiting...
That was one of the major roadblocks, the other ones being: the infamous loading bug and, I think, feature bloat. The last one is one of the most frequent causes of death for indie projects, based on my observations. It's either the dev gets overambitious from the get-go, or people keep requesting adding stuff in until the project becomes unmanageable. Every major aspect of development takes time and effort, the amount of resourses a single person or a small studio can put into progressing the project is harshly limited. Especially over long periods of time. It is very easy to overestimate capabilities and underestimate requirements. You can crunch for a while to get things done on schedule, but it is only a matter of time before the discrepancy between the amount of work you can and need to do makes you bunt out. By the way, the engine limitations of HRT are only visible in very specific scenarios like large open map multicharacter fights (battle map, specifically). Well, everything in life is a learning experience. I, sure, learned a lot from tinkering with the game and I believe many other people did as well, that's a good thing in my book. I am thankful for the opportunity. I'm even cautiously optimistic about current projects.
 
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enlit3d

Newbie
Jul 9, 2017
90
188
That was one of the major roadblocks, the other ones being: the infamous loading bug and, I think, feature bloat. The last one is one of the most frequent causes of death for indie projects, based on my observations. It's either the dev gets overambitious from the get-go, or people keep requesting adding stuff in until the project becomes unmanageable. Every major aspect of development takes time and effort, the amount of resourses a single person or a small studio can put into progressing the project is harshly limited. Especially over long periods of time. It is very easy to overestimate capabilities and underestimate requirements. You can crunch for a while to get things done on schedule, but it is only a matter of time before the discrepancy between the amount of work you can and need to do makes you bunt out. By the way, the engine limitations of HRT are only visible in very specific scenarios like large open map multicharacter fights (battle map, specifically). Well, everything in life is a learning experience. I, sure, learned a lot from tinkering with the game and I believe many other people did as well, that's a good thing in my book. I am thankful for the opportunity. I'm even cautiously optimistic about current projects.
The super short TLDR is that the programming language of choice, Javascript, is ill-suited for a project of HRT's complexity and beyond. The dynamically typed nature of the language made adding new feature and modifying existing features more and more difficult and prone to unexpected crashes. Hence the switch into a statically typed programming language for the new engine + games. The switch obviously have a big cost, but I am happy with the progress made. For example, the grab handling in CATC/Versus Mode is the most complex and feature rich yet.

Added a poll regarding how often you use AI for player characters and how much effort to spent on those player-AI features. The result of this will have pretty big ramifications for future (and current) projects. Vote now:
 

kalimir

Newbie
Dec 17, 2020
62
58
The super short TLDR is that the programming language of choice, Javascript, is ill-suited for a project of HRT's complexity and beyond. The dynamically typed nature of the language made adding new feature and modifying existing features more and more difficult and prone to unexpected crashes. Hence the switch into a statically typed programming language for the new engine + games. The switch obviously have a big cost, but I am happy with the progress made. For example, the grab handling in CATC/Versus Mode is the most complex and feature rich yet.

Added a poll regarding how often you use AI for player characters and how much effort to spent on those player-AI features. The result of this will have pretty big ramifications for future (and current) projects. Vote now:
HRT is monumental as a solo undertaking, especially considering the morphable terrain. I still feel that the realtime combat mechanics in HRT are somewhat more enjoyable than CATC, simply due to the amount of mental effort needed for deck curation. SR, so far, is also a very promising successor to HR as well.
 
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gasno

Member
Sep 22, 2019
302
496
Goblin dungeon might be the most cancerous stage i've ever played in a game.
Trap spam + group spawn + stone throw lock + guided staff spell + jumping enemies + charge attack + last boss spawns a dozen goblins and a miniboss and when they are fucking you they spawn a trap where you are. I just quit a 5 person raid, at one point it becomes impossible.
 

SurverX

Active Member
Jun 3, 2018
532
501
Goblin dungeon might be the most cancerous stage i've ever played in a game.
Trap spam + group spawn + stone throw lock + guided staff spell + jumping enemies + charge attack + last boss spawns a dozen goblins and a miniboss and when they are fucking you they spawn a trap where you are. I just quit a 5 person raid, at one point it becomes impossible.
You need the right weapon :)
...
 
Last edited:

Matsu-Taka

Member
Sep 20, 2020
229
104
...Goblin dungeon might be the most cancerous stage i've ever played in a game...
IMHPO,
That particular stage is my favourite among all vanilla stages :love:
.....they planted traps? I went planting 'vine traps' instead :LOL:
.....they threw rocks? I threw 'gas flasks' in return :ROFLMAO:

'BulcNem' MOD has near-similar experience, but geared toward 'end-game' with high-level players in mind - combine this MOD with 'KaiserPackMod' new eroti-nimations, it felt so perfect I've got no words to describe it :sneaky:
 
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eugeneloza

Member
Jan 2, 2022
220
104
could you share the mod?
Which ones? This game has a lot of :) If the ones mentioned in Matsu-Taka's message then:

Latest version of BulcNem:

Keiser Pack:

(I'll need to make a DropBox folder with everything I have, at some point, too many good mods were lost to Reddit jokes; some were reuploaded to LoversLab, but it's just a drop into the ocean)

P.S. devices from Kaiser Pack can be easily added to BulcNem, ping me if such version of the mod is needed :)
 
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eugeneloza

Member
Jan 2, 2022
220
104
Hey, how exactly are you supposed to install the HRT mods?
Just unpack them into data folder. They'll be picked up automatically when the game is starting.
To uninstall a mod, just delete the appropriate folder. The game may complain when you load a save, but it should be ok, you'll just lose the items from the mod.
 
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Reactions: schmoerz
Apr 28, 2018
293
329
I know this game is abandoned but this game was a blast to play over the years (Was there when the game barely had anything).

Decided to re-download the game to see what I have missed since the last time I played it and wow is it laggy. The arrow on the screen moves in very slow motion. The town is very laggy. The menu and game look blurry in fullscreen.

The hell happened to this game? When I last played this it was played on a real shit computer and there was no lag and everything felt smooth. Is there any fix for the blur and lag in this game? I want to get into this but shit man it's so laggy.
 

thekill

Member
Dec 9, 2018
142
78
I know this game is abandoned but this game was a blast to play over the years (Was there when the game barely had anything).

Decided to re-download the game to see what I have missed since the last time I played it and wow is it laggy. The arrow on the screen moves in very slow motion. The town is very laggy. The menu and game look blurry in fullscreen.

The hell happened to this game? When I last played this it was played on a real shit computer and there was no lag and everything felt smooth. Is there any fix for the blur and lag in this game? I want to get into this but shit man it's so laggy.
probably your settings ? i stoill have it hd and works wonders, big screen and no lag, maye you open tooo much tabs on your pc ?
 

Prick

Engaged Member
Jul 17, 2017
2,147
1,957
I know this game is abandoned but this game was a blast to play over the years (Was there when the game barely had anything).

Decided to re-download the game to see what I have missed since the last time I played it and wow is it laggy. The arrow on the screen moves in very slow motion. The town is very laggy. The menu and game look blurry in fullscreen.

The hell happened to this game? When I last played this it was played on a real shit computer and there was no lag and everything felt smooth. Is there any fix for the blur and lag in this game? I want to get into this but shit man it's so laggy.
The frame killer for this game is the trees, they have an alpha map which is incredibly unoptimized.

You can find the mod here : #1,061
 
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4.20 star(s) 15 Votes