Secondary Melee Combat System
[p]Hi All![/p][p][/p][p]I know many of you felt that randomness plays too big a role in the combat system. After the summer break, I began working on an alternative approach that eliminates RNG from melee combat.[/p][p]With this update, the game now includes a secondary melee combat system. You can enable it from the Options menu or select it when starting a new game. Ranged combat and magic are unaffected.[/p][p][/p][h3]Secondary melee combat system:[/h3][p][/p][p]Every attack hits but does not trigger a counter-attack. Dodge and parry skills can reduce the damage taken by up to 90%. If the attack is unseen, it always deals maximum damage. For human characters, the higher value between dodge and parry is considered. The passive ability called 'Protector' is more valuable since it triggers on every enemy attack.[/p][p][/p][p]I hope the secondary combat system improves the gameplay experience. Please share your thoughts on how you like it. Starting a new game is not necessary; you can enable it in the Options menu.[/p][p][/p][p][/p][h3]Bugs fixed:[/h3][p][/p]
- [p]The ‘Cruel to slaves’ trait of the alchemist and the blacksmith increased work capacity instead of decreasing it.[/p]
- [p]The Energy Steal and Life Steal abilities do not work on counterattacks.[/p]
- [p]The Bleeding Wound ability does not work properly if the enemy has hemophilia.[/p]
- [p]The salaries of the alchemist and blacksmith do not decrease after removing the greedy skill.[/p]