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Smithing & Combat
Posted: Mon Jan 30, 2017 3:00 pm
by Irken Dravil
Smithing :
I was wandering about the fact that ''Re-Fitted, Rusty, Catun 123, MK 123 et Edge 123'' was cumbersome, can't it be possible to add something like for the buildings ? We click on the ''Guardless Katana'' and on the top right of the window : ''<- Guardless Katana ->'' with the arrows to change wich we want.
Then we choose to craft what quality which we want to base our smithy, I think that's the same for the armour idk.
Or you just delete the quality we would choose and let the smith do blades from he's skills (ex : mkII for 60 in weapon smith) with a chance of critical success to do a blade of a tier up, like mkIII if we're able to do just mkII.
I don't know if i'm understandable...
Combat :
I was wandering (too) about something like ''friendly dualling against our own soldiers'', but in this case it don't get the defense and attack up.
Just getting the dexterity and toughness, for sometimes, up (with real blade we can't avoid to hurt our friend I think, even by being a master swordsmen).
Re: Smithing & Combat
Posted: Mon Jan 30, 2017 10:31 pm
by Hatsune_Neko
Irken Dravil wrote: Combat :
I was wandering (too) about something like ''friendly dualling against our own soldiers'', but in this case it don't get the defense and attack up.
Just getting the dexterity and toughness, for sometimes, up (with real blade we can't avoid to hurt our friend I think, even by being a master swordsmen).
a type of Dojo is already planned.
Re: Smithing & Combat
Posted: Mon Jan 30, 2017 10:49 pm
by Irken Dravil
And about the smi-thing ? (tryed to be funny a little :'/ )
Re: Smithing & Combat
Posted: Mon Jan 30, 2017 11:32 pm
by Hatsune_Neko
not fully sure what you're trying to explain,
read it a few times and i'm still scratching my head. i might have misread it too.
Re: Smithing & Combat
Posted: Tue Jan 31, 2017 12:02 am
by Irken Dravil
Some screen to explain my thoughts
Re: Smithing & Combat
Posted: Tue Jan 31, 2017 12:03 am
by Irken Dravil
The one about weapons
Re: Smithing & Combat
Posted: Tue Jan 31, 2017 12:08 am
by Irken Dravil
I'm confused even in the screens. Well. I've done two thoughts in one screen, about the weapons.
Either it's like the buildings system, to choose what quality we want, either the quality of the blade match our skills, with a critical chance to do a better quality weapon according to skills tho
Re: Smithing & Combat
Posted: Tue Jan 31, 2017 4:03 am
by Hatsune_Neko
are you asking that
select weapon.. you tap the arrow to choose a quality for that weapon.
then you craft it and then the game rolls the dice to see what quality it actually is?
Re: Smithing & Combat
Posted: Tue Jan 31, 2017 4:10 am
by Irken Dravil
Told you I was confused in my own explanation, but that's two options. The game roll the dice for what quality it would be, or we choose which quality we want, as the buildings option yeah.
But in globality, yes, that's it.
Re: Smithing & Combat
Posted: Tue Jan 31, 2017 4:19 am
by Hatsune_Neko
well the game already rolls the dice on quality. the higher your skill level the better chance you have of making great weapons and armours. so that's already in game.
Re: Smithing & Combat
Posted: Tue Jan 31, 2017 4:25 am
by Irken Dravil
That's not like this for weapons, armour, yes because I got a master armourer in my party (''Le Vieux'').
The dices are rolling about the critical chance, yes, but we've to see, even in better smithy the re-fitted, catun 123.. etc... And with all the bp I have, it's a little boring to scroll down everytime I want to craft a Zetsurin katana (guardless)
Re: Smithing & Combat
Posted: Tue Jan 31, 2017 8:19 am
by Sol Lignum
I think I've got a maxed out WeaponSmithing, and i only see 3 models in my SmithyIII: Re-Fitted,Catun No.3 and Mk3, it's not that much. Mechanics are such that with progression of WeaponSmithing, some models are replaced by higher tier, so in the end you only see one from each "model class", so to speak. If you see all the models there must be something wrong with your game. OR there's something wrong with mine

Re: Smithing & Combat
Posted: Tue Jan 31, 2017 12:57 pm
by Irken Dravil
I just get this in mind by seeing again the smith window. BUT, it's again a little ''too much'' for me, it's a little boring to scroll down to get a Zetsurin katana (guardless)..
Sorry bout my laziness xD
( Wiki time !
For first, the ''zetsurin katana type'' was supposedly created by the master bushi and swordsman Miyamoto Musashi. The zetsurin is caracterized by it tsuka (handle) who was white and it tsuba (guard) who wasn't even in mind of the smith. But as the guard doesn't exist, there's much more danger for the dualist than he's dualer, so it is some kind of ''myth'' but who do exist today.
There's a link about what it would look :
https://www.amazon.com/Ace-Martial-Arts ... B00168E63W )
Re: Smithing & Combat
Posted: Tue Jan 31, 2017 3:44 pm
by Irken Dravil
I was talking about something like that (yeah, in fact I'm not a master armour smith in this save but I will c: )
Re: Smithing & Combat
Posted: Wed Mar 08, 2017 2:58 am
by BloodyNex
I basically get was Irken was saying about smithing, to consolidate each craftable weapon into just one entry with a selection for which tier (to include the ones that tech ends up hiding). I'm thinking that it would cycle through the list of available quality versions, with an extra selection for "best possible" which would then include the roll for a critical success. This may seem like a waste of effort to some but for the purpose of training there's value in using, say, rusted blade weapons.
As for armor it's a bit trickier, since it's entirely derived from the skill of the crafter and currently that can change when it gets dark. But it would be awesome if the same sort of interface allowed you to set the minimum intended quality, so that if your smith's level drops too low at night they'll stop working until the morning.