Is it possible to add a 'Concussive' property in the Collision tab? It'd just be really useful because I was thinking of making a paralyzing pen or something, and didn't see anything that could make it concussive.
Will you add more ways to design Contracts? For instance, adding an area where if you put a certain item within the area, it'll result in a win? Or having it so if a certain thing gets Mutilated, you can fail the contract/lose 'points'?
More target types will be added later. This is the very initial implementation (for testing, and ironing out issues.) Contracts will be expanded on in June.
drone sword seems redundant imo. I mean, we already have drone melee, so what do we need that one for? if you ran out of drone ideas something like Drone Water, or Concussive Drone could be cool.
To name a few small bugs (hopefully you don't mind me nit-picking) Silencers seem to glitch infront of the gun when I weld them to the gun, making it look disgustingly ugly. Snapping out of slowmo and into normal really fast while moving a doll can completely decimate their limbs (not sure if this is possible to fix).
"You can't create custom items from a loaded custom item" RIP trying to
tweak your favorite custom items to your liking. At-least people can't steal items for their own I guess.
Would it be possible to make more customization options for guns? (like decreasing or increasing the amount of bullets a gun can fire in the Details).
I'm only asking this because it would give more purpose to making custom items with guns, since you can only do so much with skinning and placing attachments, and a little more flexibility would allow for very interesting creations.
For the past few months now, the game has been randomly crashing my computer when I play it, I'm not sure why, but it's quite aggravating to lose a couple hours of work just to a crash.
It'd be nice if we had the option to see the exact numbers of how many clicks a tile of dirt has left before it pops in the mining screen by mousing over them. (it'd really help when you use Dynamite)
@phoenixbasher
I didn't mean AI at all, I meant a way for the collision to cancel out damage and play a cool particle effect if hit in the proper area when you fling them at each-other.
You can only really make cool fistfights with smaller dolls, since they take less damage on hit. Anything bigger than regular is near impossible, and regular itself forces you to be fairly fragile with them. I know that you can add health through the Details, but sometimes even that doesn't work very well.
I was wondering if there was, perhaps a way for Dolls to be-able to properly fistfight? It gets boring when fist-fighting results in worse injury for the attacker than the actual victim, and if at all possible, could you make it an option as to where you can enable a mode called 'Fist Fight' which could allow dolls to counter each-other using their 'fist(s)', which negates damage on both 'fists' or 'feet' when two dolls smash them together on each-other? It would pretty much make any sort of fighting without weapons viable, and not insta-destruction for both dolls.
Parties should have vote-kicking. It'll stop all those petty trolls who think they're hot shizzle just because they can press a few buttons and send us back to Alpha.
I've been playing the game for a long-while, it's wonderful, but my computer can randomly crash when I mess with this game in particular. Fairly strange, but I still continue to play it. 8/10!
Was pretty fun to come back to this game and earn a Shiny Kongpanion, I got a really lucky streak which ended up in me actually getting to the Nuclear Apocalypse area,
Here are the skills I used:
Hairy Knuckles (maxed) +3
Creep Magnet (maxed) +5
Rebound Master (maxed + character bonus = 10) +5
Iron Man (4) +7
Crazy Collector +5
Greasy Stuntman +5
Character Used:
Lachhh
Items:
Monkey Wrench
Black Rabbit's Foot
Stiff Ankh Warning, Iron Man +7, Crazy Collector +2 (spider drop)
^ Combining that with stupidly insane luck should get you the achievement :)
More target types will be added later. This is the very initial implementation (for testing, and ironing out issues.) Contracts will be expanded on in June.