fisheye
Grandmaster Knight

The Native tutorial box is gone.... now it's "Your enemies take you captive and you suffer no real consequences whatsoever."
Anyway, back on track:
We can have a "lose stuff" script that just grabs random non-quest items from your inventory and your comrades'. Parameterised so that in certain situations, you lose more stuff than others.
Also, a wounding script that kicks in randomly if a party member is badly hurt and a battle is lost. If a companion gets a lot of wounds, s/he dies. In really bad situations we can actually nuke the entire party with (remove_party, 0), (tutorial_box, "str_you_are_dead"), forcing a reload. Side note: it would be interesting to code a endurance/wounds system like in Darklands. HP = endurance. You suffer wounds (Darklands "strength damage") in combat if you sustain a lot of HP damage in a short time. Wounds take a long time to heal and impair your combat skills; HP heals basically overnight and doesn't affect your fighting ability.
We also need a realistic way of resolving the combat if the player falls early but the rest of the party is mostly intact. Might be able to borrow some of Native's battle-resolving code for this.
And of course in each situation, defeat will send you to a completely different game menu.
P.S. St. Jehoshephat is hilarious. You should have a mad hermit preaching his virtues in the game. Prayers to him typically take the form of loud exclamations, and typically results in... nothing much happening at all.
PPS. We can now skip the prisoner exchange / taking screen completely for ALL battles. No need for kludges or workarounds to avoid non-hero party members or prisoners.
Anyway, back on track:
We can have a "lose stuff" script that just grabs random non-quest items from your inventory and your comrades'. Parameterised so that in certain situations, you lose more stuff than others.
Also, a wounding script that kicks in randomly if a party member is badly hurt and a battle is lost. If a companion gets a lot of wounds, s/he dies. In really bad situations we can actually nuke the entire party with (remove_party, 0), (tutorial_box, "str_you_are_dead"), forcing a reload. Side note: it would be interesting to code a endurance/wounds system like in Darklands. HP = endurance. You suffer wounds (Darklands "strength damage") in combat if you sustain a lot of HP damage in a short time. Wounds take a long time to heal and impair your combat skills; HP heals basically overnight and doesn't affect your fighting ability.
We also need a realistic way of resolving the combat if the player falls early but the rest of the party is mostly intact. Might be able to borrow some of Native's battle-resolving code for this.
And of course in each situation, defeat will send you to a completely different game menu.
P.S. St. Jehoshephat is hilarious. You should have a mad hermit preaching his virtues in the game. Prayers to him typically take the form of loud exclamations, and typically results in... nothing much happening at all.
PPS. We can now skip the prisoner exchange / taking screen completely for ALL battles. No need for kludges or workarounds to avoid non-hero party members or prisoners.


