Open pedro-w opened 2 years ago
The engine rework that I think is still absolutely necessary was related to #124 (eResistance) since the data being pulled in, and how it's actually consumed by the engine, don't always match. Some of the elemental effects are inconsistent:
elem == eResistance::R_FIRE
(0-based)elem == eResistance::R_BLACK
(1-based)It requires engine rework because SOME of the code paths expect the values to be 1-based but it passes that same 1-based value around (like csmem
and ctmem
), such as fighter "resistance damage calculation", where the 1-based value is expected to have been converted to 0-based (which it hasn't).
I believe #31 should still be addressed: the battles between Manor and Ekla (town1) are tolerable when there is 1 enemy against 1 party member, but until I'm nearly Level 4, any battle with 2 enemies will wipe me out.
All enemies in this zone should have their attack damage nerfed.
In most JRPGs I've played, enemies in the starting zone do only 1-2 damage apiece, which is survivable even when the player's starting MHP is low (10-20).
Yes I think that would work to change the forests around the manor to have only 1 enemy.
OK, let's change that as z9484 suggested
I'm not going to change it just yet because @OnlineCop is in the midst of #124 which I think will completely alter the format of the battle table?
We started on this period of activity after Z suggested we could try and get to 1.0 by September, which is now less than a month away. Is this still feasible - can we prioritize just what's needed to get the game done without adding new features to/reworking the C++ code? Things like changing the character sprite size are not going to be possible I don't think. As far as the plot goes, are we happy it all flows through to the end? I know the goblin thing is not really finished. Also I suspect there are a few bits of dialog which are a bit sketchy? What do you think @OnlineCop @z9484 ?