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Author Topic: Developer Blog 13 - An officer's duel. Ongoing progress  (Read 1282 times)

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Online Refleax

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Re: Developer Blog 13 - An officer's duel. Ongoing progress
« Reply #15 on: June 26, 2017, 09:04:46 pm »
Despite the ability to choose the color scheme I'm still finding that I prefer the normal :). Keep up the good work!

Great! That's why we've made sure to have these different profiles selectable through the graphical options so this way, everyone can select the colour profile they prefer the most.


Wow, very nice, really appreciate the attention to feedback. Speaking of animations, will there be one for turning in place? (I know, another to add to the pile!) It's all looking pretty great so far, can't wait for the next dev blog.

We'll keep on listening. I'm sure feedback will increase tenfold when we release on Early Access. We're very much looking forward to that!

Turning animations while on the spot would certainly add another level of detail. However, right now our priorities are towards the creation of animations which will directly impact gameplay.

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Online Refleax

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Re: Developer Blog 13 - An officer's duel. Ongoing progress
« Reply #16 on: June 26, 2017, 11:56:32 pm »
Just in case anyone was concerned about pistol accuracy, we did multiple tries in order to get a kill at that distance with a pistol.

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Online Brock

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Re: Developer Blog 13 - An officer's duel. Ongoing progress
« Reply #17 on: June 27, 2017, 02:23:43 am »
Just in case anyone was concerned about pistol accuracy, we did multiple tries in order to get a kill at that distance with a pistol.

So, could we assume that Pistols do one hit one kill, but are just inaccurate? Because in NW they were both and quite useless.   

Offline Olafson

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Re: Developer Blog 13 - An officer's duel. Ongoing progress
« Reply #18 on: June 27, 2017, 09:19:01 am »
Yes, pistols are more useful now. They still do not have the best range or accuracy though.

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Re: Developer Blog 13 - An officer's duel. Ongoing progress
« Reply #19 on: June 27, 2017, 11:26:09 am »
Adding to Olafson's response, pistols don't always kill after a single shot. Damage gets diminished the greater the distance a bullet travels. The instantaneous death of the poor officer was caused because he received a bullet to the head.

We've also made sure that everything that has to do with shooting mechanics, be it the bullet's travel distance, damage dealt, inaccuracy and arching bullet drop are easily adjustable from our side for each and every firearm. We can do changes to this depending on the feedback we receive. I’d say that it would be a good idea to go into a little bit more detail on the shooting mechanics in another developer blog seeing as we have much more control over the system now than when we previously mentioned it in one of our earlier blogs. These improvements to the shooting mechanics were all brought forward due to the feedback we received from players who have direct access to the closed version of the game.

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Online Exodus

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Re: Developer Blog 13 - An officer's duel. Ongoing progress
« Reply #20 on: June 27, 2017, 02:13:12 pm »
This is just amazing guys, I'm so excited. This is a sin but I'm more excited for H:NAW than Bannerlord.

Take my money !! $_$

Offline McLovin

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Re: Developer Blog 13 - An officer's duel. Ongoing progress
« Reply #21 on: June 27, 2017, 05:01:46 pm »
Good, like the animations

Online Nurdbot

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Re: Developer Blog 13 - An officer's duel. Ongoing progress
« Reply #22 on: June 27, 2017, 10:06:09 pm »
Very interesting to read at all the little features you are working on now and I cannot wait to see the snow map soon as well. Keep up the good work!

Offline Chadman

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Re: Developer Blog 13 - An officer's duel. Ongoing progress
« Reply #23 on: June 28, 2017, 11:39:10 am »
Just in case anyone was concerned about pistol accuracy, we did multiple tries in order to get a kill at that distance with a pistol.

I can attest to this. I stood behind Mal at one point, from a distance of about 10 feet and STILL MISSED!

Might be due to me being crap however. Not worked that out yet :)


Offline Dius

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Re: Developer Blog 13 - An officer's duel. Ongoing progress
« Reply #24 on: July 05, 2017, 03:42:59 pm »
We need a new Dev Blog  8)

Online Refleax

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Re: Developer Blog 13 - An officer's duel. Ongoing progress
« Reply #25 on: July 05, 2017, 04:25:43 pm »
We need a new Dev Blog  8)

We'll do our best to release another blog this week. If that doesn't happen, you'll be seeing another blog next week! We're preparing for something right now and it's keeping us plenty busy.

Feel free to join in on our Discord. I communicate daily there with fellow members of our community.
https://discordapp.com/invite/XsHBUNs

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Offline Pulu

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Re: Developer Blog 13 - An officer's duel. Ongoing progress
« Reply #26 on: July 11, 2017, 02:30:07 am »
I would like to ask about the game on the fight system.
Is it similar to Mount Blade Warband: Nnapoleonic Wars in the same way?
There is the kind of flinting gun bayonet attack and block the impact of the impact.
Because now I have not seen on the game fighting system blog introduction ~ ~?

Online Refleax

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Re: Developer Blog 13 - An officer's duel. Ongoing progress
« Reply #27 on: July 11, 2017, 03:33:19 am »
We have a directional melee combat system in Holdfast: Nations At War. You can strike or block in four directions depending on the weapon you're wielding.

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Offline AbramVel

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Re: Developer Blog 13 - An officer's duel. Ongoing progress
« Reply #28 on: August 09, 2017, 08:37:32 am »
Looking good. Would be cool if you could feature a sword-duel next to showoff the melee  :D

A sword duel would be amazing!

Offline Voodoo

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Re: Developer Blog 13 - An officer's duel. Ongoing progress
« Reply #29 on: August 09, 2017, 06:18:35 pm »
Looks Amazing.