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PostPosted: Tue Nov 03, 2009 11:33 pm 
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Darn, I worked two days to find that information, now it's given.

Does it have any other effect but the messages? Is anything planned?


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PostPosted: Wed Nov 04, 2009 7:02 am 
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Sorry, Muh. Just an oversight.

As for your questions: nothing else, nothing planned.


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PostPosted: Wed Nov 04, 2009 3:05 pm 
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Aw, that's too bad.

Still like it though. Adds a certain element of polish to the game as a whole.

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PostPosted: Wed Nov 04, 2009 5:30 pm 
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I don't even know what sort of "something else" might happen that you two are disappointed isn't happening. Care to give me an example?


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PostPosted: Wed Nov 04, 2009 6:14 pm 
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What I think they mean is, different types of weapons in the subcategories being more/less effective against certain enemies. It's easily workable, but I don't know if you want to do all the work for that, and for most enemies/weapons it'd just be arbitrary.


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PostPosted: Thu Nov 05, 2009 12:07 am 
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I was thinking something like AD&D skeletons being weak to blunt weapons and resistant to pointy ones. It could add flavor to some specific foes.
I can't think of something it would apply to in the city right now, but maybe some future boss could have weakness to whips.

Also: I just saw the tweeter note, I hope you are feeling better :)


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PostPosted: Thu Nov 05, 2009 1:28 am 
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Muhandes wrote:
I was thinking something like AD&D skeletons being weak to blunt weapons and resistant to pointy ones. It could add flavor to some specific foes.
This probably wouldn't be impossible. Certainly not a universal thing, but I could see some monsters having weapon-specific resists or weaknesses. Especially more esoteric critters.

Of course, it would probably end up meaning that there's a lot of monsters resistant to certain melee weapons. Maybe if we kept it minor (say, 10% either way) it wouldn't be too bad. If nothing else, it's half done because we've got the weapons (mostly) down.

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