I couldn't tell you why SiCh decided to reskin crossbows as muskets and pistols and not use the musket and pistol item types.gesia said:While working on the troop tree I came across something strange just now, which is also present in vanilla: All muskets and pistols have the crossbow type, even through there are musket and pistol types. And what's even worse, all the troops using them have their crossbow proficiency set, and firearms is zero.
WTF did the developers do? Does the firearms skill even have an effect? How do they differenciate between muskets and actual crossbows?
I don't get it. If someone can point me in the right direction, it'd be much appreciated...
When playing WFaS, while it says "Firearms" it is actually just a re-named wpt_crossbow; wpt_firearms is not actually used in Native WFaS and would need to be activated in module.ini (display_wp_firearms = 0 changed to 1) to use separately and wpt_crossbow renamed in the .csv file (ui.csv, the lines ui_crossbows|Firearms and ui_explanation_crossbow|Covers usage of firearms. ).gesia said:Well thanks for the clarification, Caba`drin. So what does the firearms skill do? For the player, I mean. Should I skill crossbows when playing?
ILoveJack said:Unable to find mesh arena_arrow.
This red error popped up when I entered the arms market in Bethanitsy.
I think it is caused by the empty picture of "Practice Arrows" which have no damage numbers.
gesia said:ILoveJack said:Unable to find mesh arena_arrow.
This red error popped up when I entered the arms market in Bethanitsy.
I think it is caused by the empty picture of "Practice Arrows" which have no damage numbers.
Just looked into it, should be fixed in the next release. Somebody but the item name in the mesh field...
Edit: Fixed the same problem for the "Blunt Arrows"...
gesia said:Well, I said not to expect anything big for the next update, but as it usually goes I was pulled in by the fun of using my self-written editor. I recently pulled it out of the drawer and was kind of amazed of the cool features I had implemented and forgotten about. Had to prep it for WFAS, fix some bugs and extend the functionality to some degree but then it worked... like a charm, actually.
I just wanted to follow up on a complaint I got about the troop upgrades being illogical. Turns out, yes they are. A lot. They're upgrading back and forth and even across factions. There is no such thing as diversification or balancing. Some cheap bandit would spawn with the best pike in the game and stuff like that. Well, that's what happens if you rely on the names of the items instead of their stats.
Anyway, I decided to complely reorganize and rebalance the entire troop tree. Meaning, I forced all troops into faction troop trees (in case you're wondering, there is no such thing as troop trees in WFAS, just a bunch of troops that can upgrade one or two times), diversified them (because the same faction could have two basically identical troop types) and rebalanced their items. Levels, stats, proficiencies and skills were adjusted using batch scripts (I love my new toy...) so the troop tree is almost too balanced and generic. Maybe I'll do something about that in the future.
And now, since you had to read so much, here's some teasers: The troop trees for the upcoming version 0.8: