I don't mind overmap stamina although some of the finer mechanics could be a little clearer such as the way stat changes reduce your carry weight and suddenly incur massive overburden penalties for no clear reason.Not sure if someone have mentioned or posted it, but since there are still people bitching about how they hate the stamina system which i assume is the region map stamina
I've never lost a battle where my stamina didn't run out. Honestly, enemies dont do enough HP damage by far. The injury penalties really need to stack on to matter- and frankly, if your getting that many injuries, you are being careless.I do have a gripe with combat stamina however, specifically the fact taking damage drains stamina combined with enemies having near endless reserves. Between limited healing and the wound debuffs there already are plenty of incentives to avoid taking damage and as long as attacking and blocking/dodging still has a cost you can't really cheese anything either so it doesn't add to gameplay. On the flip side you quickly get stuck in an incredibly annoying "stun"lock of not having enough stamina to do anything while enemies just spam their dumb basic attacks. Yes you can kinda play around it by spamming potions but that still is incredibly unfun gameplay.
Oh I agree some enemies would need to be buffed to compensate but this wasn't about difficulty per se. It just feels incredibly cheap and unfun when combat quickly descends into you not being able to do anything due to stamina loss and having to manually raise it again all the time. Maybe I missed it in a script or things changed in the most recent versions but if I read the 4.3 data correctly most enemies don't even have any stamina cost on their attacks so they are free to spam with reckless abandon. And then for fast enemies this is compounded by actual stunlocking because if they hit you they tend to interrupt your actions.I've never lost a battle where my stamina didn't run out. Honestly, enemies dont do enough HP damage by far. The injury penalties really need to stack on to matter- and frankly, if your getting that many injuries, you are being careless.
If they didn't do stamina damage you could probably bulldoze through 80% of the content. Even being greatly outnumbered wouldn't matter much because it's easy to reduce most enemies to chip damage.
I've bought the boat ticket- I probably used like five or six pots throught the entire game- all of which I found or were quest rewards. They are nice to have, but you dont really need them.
Peel enemies if you can, try to fight smaller groups. Most of all dont trade blows unless you either dont have a choice or you greatly outclass an enemy. Honestly, the rewards for fighting at all are pretty minimal in most cases, it's better to avoid combat.
*shrug*Oh I agree some enemies would need to be buffed to compensate but this wasn't about difficulty per se. It just feels incredibly cheap and unfun when combat quickly descends into you not being able to do anything due to stamina loss and having to manually raise it again all the time. Maybe I missed it in a script or things changed in the most recent versions but if I read the 4.3 data correctly most enemies don't even have any stamina cost on their attacks so they are free to spam with reckless abandon. And then for fast enemies this is compounded by actual stunlocking because if they hit you they tend to interrupt your actions.
Basically it feels like the AI is cheating, similar to a Dark Souls enemy capable of dodgerolling in the middle of a hammer swing or an RTS AI ignoring resources or pop cap. They can still be pathetically weak but most of the time such bullshit isn't fun to fight against leading to the same conclusion you yourself proposed: avoidance over engagement. At which point I question why there would be such a variety of combat-focused items and skills in the first place when a basic "punch/stab" would suffice and the effort would be better invested in a multitude of sneaking, escape and misdirection skills instead. Why does this scrawny-ass girl get a longbow but not a poison dart blowgun which can be used while stealthed without drawing full aggro?
Only changes to certain .rb files are updated in-game unless you edit the packaged version of a specific script to enable constant re-building of the game archive files. And that in itself requires Opening said archives in RPGMaker unless a mod can overwrite the option and still have it take effect. The option in question is also found in /Data/Scripts/Frames/FileGetter/FileGetterOptions.rb and you need to set "COMPRESSED=false" but that copy is not used unless said option is already set to false to begin with. I suppose if you have some other way of editing .rvdata2 files that would work too but most of their contents are not human-readable by default.I changed Companions stats in NPCdata folder but they didn't work, they still having the same original stats, where did i go wrong?
Doesn't change the fact we have far more "fighting items" than "not-fighting items", and most of those foods are identical in function existing only for flavour (I wouldn't exactly call it "immersion" seeing grapes, apples, tomatoes and blueberries growing in the same "rain forest" but nowhere else...)And actually, most items in the game are food.
You can scavenge food in most tiles - just not roads, cities, and underground. Never found anything in swamps either- but I didn't spend much time in the swamp.Doesn't change the fact we have far more "fighting items" than "not-fighting items", and most of those foods are identical in function existing only for flavour (I wouldn't exactly call it "immersion" seeing grapes, apples, tomatoes and blueberries growing in the same "rain forest" but nowhere else...)
Missing the point. Half a dozen of those "different" food items are meaningless reskins found in the same location. A couple more are (currently?) meaningless reskins found in different locations. And then you have the actually meaningful distinctions of meat/veg, soups/dried, raw/tainted and so on, those are fine.You can scavenge food in most tiles - just not roads, cities, and underground. Never found anything in swamps either- but I didn't spend much time in the swamp.
Oh, does the longbow use ammo now? I only saw the musket nerf. Still doesn't explain how the scrawny girl who needs to take a nap after swinging a sword a couple times draws a freakin' longbow!The presences of weapons also doesn't make this not a survival horror. If you shot everything in silent hill or the older RE games, you'd quickly run out of resources and die.
Also most of the more unique ones are just bad.Also, most weapons have overlap.
You have a good point. There is, right now, a massive amount of food items, but the only thing I see when I scavenge is "good meats, bad meats, veggies" and herbs. However, I still find that the different foods give a nice "living" feeling to the world.About the food.
No, the longbow does not use "ammo" per say, however, it does use stamina, which is, basically, food, which is, basically, money (or time) so, it kinda does abstractedly.About the longbow and weapon usage in general.
I'll be honest about the Stunlocking, I have already talked about adding a sort of dark souls-ien "poise" system so that a cunt with dagger would not be the most dangerous thing around, but that didn't happen yet.About stamina cost and Stunlocking.
Thanks for your explanation, the Mod guide didn't mention it Btw do you know which .rb files i can edit without having to hassle with all those compressed script archives stuff? Because it looks like i can't change anything using the Mod guide, they just stay the same.Only changes to certain .rb files are updated in-game unless you edit the packaged version of a specific script to enable constant re-building of the game archive files. And that in itself requires Opening said archives in RPGMaker unless a mod can overwrite the option and still have it take effect. The option in question is also found in /Data/Scripts/Frames/FileGetter/FileGetterOptions.rb and you need to set "COMPRESSED=false" but that copy is not used unless said option is already set to false to begin with. I suppose if you have some other way of editing .rvdata2 files that would work too but most of their contents are not human-readable by default.
Thanks for the hard work manUgh, I didn't have time to work on the translation at all today. But, I figured I could share the arena first floor part and release the remaining parts in one go later on. This way you can do bets and combat in the arena and have some fun with that. Note that the Victory square (Noer ring) and basement isn't touched yet. So, don't do the quest about the missing statue or such. Just the arena.
I haven't tried them all but I would guess anything in "Data/Scripts/Editables" as well as any .rb files in locations other than the Scripts folder. Most of the content data tends to be .json though.Thanks for your explanation, the Mod guide didn't mention it Btw do you know which .rb files i can edit without having to hassle with all those compressed script archives stuff? Because it looks like i can't change anything using the Mod guide, they just stay the same.
I think I should write game load order here to help modding.Thanks, i'll check it out
eval( ( FileGetter::COMPRESSED && File.file?(path) ) ? File.read(path) : load_data(path) )
FileGetter::COMPRESSED = false