Results 274 comments of Justin Jacobs

*All* control methods (keyboard, mouse, joystick) are locked to 8 directions. This made sense because the player sprite has at most 8 rendered directions. Maybe if we supported more directions...

I'd like to keep it simple and *only* have difficulty effect enemy HP and enemy damage (and possibly XP) on a global sense. And I much prefer it to be...

XP and loot rate would mostly behave the same in this scenario, so I'll just refer to them both as "rewards" (even if they'd be separate in practice). We'll call...

Unfortunately, the 8 directions are indeed hard-coded. So 'no' to both questions. Maybe we should support defining the total directions per-animation and automatically convert them to fit the engine's maximum...

>Have some benefit for blocking just-in-time (let's call this parrying). When blocking starts I want to trigger a very short buff (less than 500ms) called parry. What effect should this...

I've tried changing the default action bar keys to QERF + 1-6. Of course, if you already have a keybindings config, you'll have to reset to the defaults to notice...

@SarcrofS >can you make to post_effect too? Yup. I've added a chance roll to `post_effect` as well.

>Curious about attack speed stuff. I have Swing as a light attack and Cleave as a heavy. I slowed down Cleave's animation, that feels good. What's a good way to...

Would a cooldown for blocking be something desirable? Instead of applying the cooldown when the power is activated (current behavior; useless for block powers), cooldown for blocking powers should be...

@clintbellanger Cooldowns for `block` powers has been implemented. The cooldown will only activate when the blocker enters the hit animation. So high poise (or avoidance if you allow misses) makes...