horza wrote:* System: PC.
* Year: 2002+ (After neveriwnter nights, iirc - because i remember comparing it with nwn)
* Perspective: isometric but controllable camera (much like NWN)
* Art style: Looks a bit like Paradox's "Runemaster"
* Environment: medieval, historical/realistic (no magic iirc)
* Mood: dark, realistic stuff
* Genre: rpg/arpg(?),
* Gameplay: I've only read an article about it, so not sure about that.
The thing that stands out though, and if you've played it or heard about it it will surely ring the bell, is that it promised a "realistic items stats" in which swords for example, don't have your regular % to hit, damage, etc. but instead have "blade quality", "weight", "balance" which would somehow yield its effectiveness in combat.
I keep turning to "Runemaster" - which ticks all the boxes but can't confirm it also had that itemization, so i'm at a loss. Please help.
Mount & Blade? Sees Speed, Reach, Swing, Thrust, and Weight as one-handed weapon attributes. Misses several marks, however, such as camera and release date. (Presumes this to be you.)
Edit: Found an article on Runemaster.
Locusinn.com wrote:Welcome to developer diary 5 for Runemaster where we focus on combat attributes! As you should know by now, Runemaster will focus on your hero in the quests and on the main map - but when the battle starts, your hero will be moved from the world map and into a battlefield when you encounter enemies. The battles of Runemaster will be turn-based, tactical battles based on a hex grid system. There your Hero joins his/her army and take active part in combat as a unit on the battlefield. And there are several combat attributes that govern how well the character performs during combat.
There will absolutely be more dev diaries describing the combat system later, but for now we’ll give you a quick overview of the combat attributes that all units have:
Cannot imagine realistic item attributes with those on display.