Blunt weapons / Item dmg

The artists got the first batch of blunt weapon art done recently and I just finished setting up the first two so they drop in-game (many more to go).

Also figured it was finally time to create a real spreadsheet for calculating / balancing weapon dps progression. Very excited to have that all set up - now I can get real values on everything. Looking back at the old TQ chart, the way I set some parts of it up seem kind of dumb now. :o

Is it wrong that sexy balancing spreadsheets fill me up a little bit? :stuck_out_tongue:

Sounds like you should be playing EVE.

Someone who is sexually attracted to spreadsheets what would you even call that? Excellophilliac?

Is blunt damage has a chance to stun the ennemies ?

Not really, so long as by “fill me up a little bit” you actually mean they make you happy that your one step closer to completing a difficult project …and not some weird-ass fetish were you print out spread sheets and rub them all over yourself! :smiley:

NERD!!! :stuck_out_tongue:

I am a blunt weapon

But but… There’s not gonna be dismemberment with blunt weapons? :frowning:

I vote for making heads EXPLODE insted of cutting neck with blunts. Don’t know how the similar thing would work with other body parts but I could totally see blunts crushing heads completely.

Sharp or not, you hit someone with enough force …it will remove limbs.

http://www.youtube.com/watch?v=RkSqXGWWx1o

And given the absurd levels of strength most of these characters end up with I have to guess that dismemberment is very possible. Hell, if anything dismemberment by war club should be even more gruesome and bloody then being hit by a bladed weapon.

Being filled up by a sexy balance spreadsheet? Ew…

You said it, but we were all thinking it.

Why pay for EVE? Excel has no subscription fee!

Time to register two-girls-one-excel.com

I have to agree with you Medierra…

Filling in the background and watching it come to life is so satisfying :slight_smile:

Can’t wait to see what they look like. Blunt weapons include things like spiky maces and such, right? I can see dismemberment happening with a good spiky mace!

Is it wrong that sexy balancing spreadsheets fill me up a little bit? :stuck_out_tongue:

Not at all! You’d have to be crazy not to enjoy them! :smiley:

I always thought it was just me. I have an entire folder of excel spreadsheets just from modding.

Man, you guys should implement something in the new dbr editor to let you see arrays of records, as well as an option to hide zero fields–or just be able to choose to hide and show any field/sheet, and then have a one-page view of an array. Would be cool if you could add some sort of color coding to indicate progression, so you could easily see where you have some irregular progression, or outliers and stuff. That would be badass.

lol, I once even began designing an Access database to work with dbrs; would have still needed the art manager for compiling, of course, but I decided against it because I figured it would take at least 3 weeks to get working properly, and then several hours each time I’d want to add a new function, like pet editing. Of course, the reason I didn’t was because I thought I was 3 months away from finishing my mod. Little did I know I’d be 3 months away from being done for 2 years or something. :confused:

head smashing FTW!

Number crunching and determining the damage balance for weapons in a game is of course exciting. You’re making big decisions as to how the game plays out. It’s why modders enjoy setting ridiculous damage values to weapons in shooters and watching the AI explode. I cranked up the damage and knockback of the pistol in Doom 3 and one-shotted just about everything. And the zombies were doing back flips.

We did develop a new dbr editor but then stopped working on it before it was fully polished. I can’t remember exactly why but I think it was because we had other priorities at the time and needed to focus more on development of the actual game. It does have some nice features though and, while I still use the old dbr editor for normal editing, I often switch to the new one to use some of its array editing features like manipulating array data with exponents.

The TQ ‘fan patch’ is a black box to anyone that didn’t work on producing it or its installer. Always bummed me out that I couldn’t see what specifically was getting patched. Anyway, is there a way for users to just open the data, for example the data you’re (well, Munderbunny is) showing here, directly and mod that (and ideally having the modified version sitting in a separate override folder that the game reads, thus applying your edits in favor of the base game)?

Yeah, I’m getting ahead of myself in terms of modding, but possibly not in terms of finding out how accessible the data will be. TIA

Er…the TQ fanpatch has a huge list of changes and fixes, and the way it was produced was just like any other TQ mod.