This week I spent some time working on the combat and quest system. I also did some modeling too.
Quest system now suports failing. You will be able to fail quests, which will have consequences. Either small (NPCs will comment on it but everything will go as normal) or big (Parts of the world might change, NPCs will stop talking to you etc.). I will try and make the quests in the demo rely on this system as much as possible.
Next, I did some changes to the combat (these are actualy pretty old, but I think I haven’t talked about them yet and I fleshed out the system much more this week). The way you deal damage works like this. First, the game determines if you even hit your target. Then it calculates damage depending on your stats + weapon stats + (weapon profficiency /4). This works for every kind of weapon from clubs to rifles. And this kind of thing doesn’t make mcuh sence for ranged weapons like guns or crossbows. So I did some editing and now it works like this: Melee weapons and bows are unchanged, guns get no stat bonus to damage (beter stats still influence critical hit chance). This means that pistol will deal almost the same amount of damage through out the entire game (There is still small amount of randomness to the damage calculation plus the damage still gets the WP/4 damage bonus). This makes guns really strong weapons for characters who do not specialise in combat (these people will have enough money to buy them and ammo) while characters with high stats will prefer melee weapons (even the strongest melee weapon is weaker than the strongest gun though) since the require no ammunition and are generaly cheaper.
And the last thing I did was some modeling here is a picture. Higher res HERE
![untitled](https://pmhmproject.wordpress.com/wp-content/uploads/2017/03/untitled.png?w=809)