I like the idea. I was thinking more about buying resources with the dropped gold, but transmutating the equipment might be even better. I’m not sure if it can be done with a simple order or spell, you’d need some kind of menu to be able to pick exactly which items are transformed.
Thanks, I’ll do some research. Meanwhile, could you make sure that you have the latest video card drivers?
A few players have had this error, I suspect it’s due to non-modern hardware or drivers, but I’m not sure what the problem is exactly.
Can you tell me your operating system version and video card model?
Great! Feel free to email me if you need any help with compiling or implementation (miki@keeperrl.com). The docker solution is something that someone else submitted, and I can’t say if it works or not.
That is a solution, although I’d probably want them visible right from the start when you are still planning your dungeon.
Lakes and rivers can be nicely integrated in the dungeon if you can plan ahead, and right now they’re more of a nuisance.
Yeah, it was an unintended feature that I left because it helps in base designing. I’ve been looking for a solution to the problem of unexpected caverns and lakes in the mountain for a long time. Maybe they should be visible from the start, I’m still unsure.
Yeah, if you could, that would be great. Try sending it to miki@keeperrl.com, I don’t know if it’s not too big for email.
There is a 5mb limit, and the files are normally 0.5-1mb. I’ll try to figure out why yours is so large, perhaps it’s because of the excess resources.
I’ll get around to it, I promise. It just needs to be done properly.
I like your idea a lot. I think that only high level minions would require personal chambers, and lower ones would do with a common area. It will nicely fit with the new immigration system that I have in mind.
There would probably be a need for some custom UI, as in, you click on a chamber and a window describes what’s in there, requirements on what else is needed to target specific minions, etc. Without it, I think players wouldn’t discover the mechanic very well.
I can’t imagine expecting a player to input orders turn-by-turn for a team of 20 minions. You have to have SOME way to speed things up or you’d be making the game a lot less mechanically enjoyable, in my opinion.
To be clear, the default setting would be to control one unit. Then for the key 10-20 turns of a battle you would switch to full control. I have to implement and test how it plays of course, but looking at turn-based strategies, it should be quite playable.
I’m planning a new campaign mode that doesn’t have all the customization, and has fixed retired dungeons. This would have highscores and everything.
The current campaign mode would be called free play or something like that, and only here you’d download retired dungeons. There would be no score.
I think this solution addresses your issue.
I’ve thought about such a hierarchy, but not only for battles, but more for dungeon management. So it would also be used for assigning tasks (assign a leader to something -> whole team does it).
For battles, if you want to get more tactical, I think the best bet is still full control of every team member.
The problem with the whole idea is that it could be UI hell, not only to implement, but also for the players to understand. Are there even any games that have something similar?
It was worse than I thought. It’s fixed now for the next update in a few days. Thanks again for bringing up the issue.
“issue” resolved.