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>> No.13153864 [View]
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13153864

>>13153480

Sorry mates, I can't do high resolution now that my laptop is dead (I used the built-in pad to draw), and even if I did, it would take months to crank out enough decent sprites with SF also on hand.

But back to Suika Fortress, the exiles are finally complete (I'll spare you the details, but expect a bunch of trial and error gameplay as you figure out the weakness to each individual robot) with the Tsukumogami up as the next major focus, with what I learned from the exiles being applied to them in order to make them more formidable opponents, though not to worry too much; they're still meant to be newbie tier.

Kappa now use modern composite bows as well as repeating crossbows, and use high-tech materials like plastic (which is pretty crappy for most purposes actually, but also light weight: plastic shields are surprisingly useful), titanium (the only other sources being destroying expensive pet robots for it or fending off the exiles), and of course, the illusive shell iron, a holdover from SF 34, though I'm not sure if it's still relevant to add with titanium already filling to role of a steel-like material.

I've finally ported over the Oni from Patchy's old mod (with a few modifications: can't have them move as fast as the tengu, can we?). One of the major goals of Suika Fortress, particularly as the Suika, is to build up enough wealth, population, or production in order to attract them to your fortress, where they will trade otherwise unique objects like the giant kanabo and giant's cleaver, which sport stats reminiscent of weapon trap components but can be handled directly by the Suika. They're also freakishly strong of course, though the circumstances in which they become playable are really specific and might require that you play fortress mode first to actually "unlock them", as their hidden and appearance triggers use sort of ill-understood bits of coding that Toady made even harder to understand in between updates.

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