Game Development: Pistols at Dawn

Announcements of major changes to Salem.

Re: Game Development: Pistols at Dawn

Postby colesie » Thu Mar 14, 2013 7:50 am

Shot for 7.1 dmg at 100 yb unmodified
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Re: Game Development: Pistols at Dawn

Postby Mereni » Thu Mar 14, 2013 7:55 am

colesie wrote:Shot for 7.1 dmg at 100 yb unmodified


How does that compare to the rifle?
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Re: Game Development: Pistols at Dawn

Postby colesie » Thu Mar 14, 2013 7:58 am

Mereni wrote:
colesie wrote:Shot for 7.1 dmg at 100 yb unmodified


How does that compare to the rifle?

10.1ish with a redcoat's rifle. When I tested before this update I got for about 14.1 with a normal rifle with +30ish to common dmg
It's pretty decent considering it's one handed so you can have a sword too and you can also 2 hand them to get 2 shots off for 20dmg
I still say we need an equipable bullet pouch and a reload command icon in the action menu though
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Re: Game Development: Pistols at Dawn

Postby Gallient » Thu Mar 14, 2013 8:09 am

anyone got pants info... so far I dont think I will be replacing slot choices with any of this. If I had a bunch of sea island and WSS to spare I would probably go with the coat though and try to put a button in it.
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Re: Game Development: Pistols at Dawn

Postby robert » Thu Mar 14, 2013 8:25 am

HOLY FK i love what you have done with the Autm-forest floor :o the 3d effect is fking cool @_@ ill have to check the confed forest later see if you tweeked that one too

also loving the grassland effect of grass that makes it look more "alive" then just green/brown textures with the odd random tuff
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Re: Game Development: Pistols at Dawn

Postby Wournos » Thu Mar 14, 2013 8:36 am

jorb wrote:Ah, oh, sorry. Accident. That's meant to be the clay tile specifically. There's a different dirt tile incoming.

Ok, good to know. It does look strange. At least in the middle of a forest.
At first I thought of some bizarre version of snow, but came to the conclusion it was more leaning towards clay.

Has the autumnal forest changed? I see no difference? :shock:
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Re: Game Development: Pistols at Dawn

Postby llekel » Thu Mar 14, 2013 8:41 am

i dont see why people are loving the autumn... the forest area around Jamestown is terribly bright now.

the grass makes me think Salem needs to shave its legs..
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Re: Game Development: Pistols at Dawn

Postby Snowpig » Thu Mar 14, 2013 8:41 am

robert wrote:HOLY FK i love what you have done with the Autm-forest floor :o the 3d effect is fking cool @_@ ill have to check the confed forest later see if you tweeked that one too

also loving the grassland effect of grass that makes it look more "alive" then just green/brown textures with the odd random tuff


can you share some pics of that please? ...sitting @work atm and cannot look at myself

ad pirates. All we need now is Ninjas! :mrgreen:
Last edited by Snowpig on Thu Mar 14, 2013 9:06 am, edited 1 time in total.
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Re: Game Development: Pistols at Dawn

Postby Vibe » Thu Mar 14, 2013 9:05 am

Snowpig wrote:can you share some pics of that please? ...sitting @work atm and cannot look at myself :mrgreen:


^
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Re: Game Development: Pistols at Dawn

Postby Myrdred » Thu Mar 14, 2013 9:39 am

I for one am not impressed, again an update that serves as little more than eye candy.

The actual update is a few new items, an expansion of a gold sink and some minor balance changes.

Personally I haven't touched the firesticks and I'm not going to unless I'll be able to craft my own ammo.

All in all nice we get regular updates and praise for that.
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