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  • in reply to: Feedback (Alpha 7) #481

    – what kind of issues of pathfinding did you notice? (save files help if you can supply them)

    similar to what was before. However, I did notice that pathfinding is different from before, attackers take multiple routes for example. I don't have a save file any more with this, but if I see this again, I will make one and send it. Btw. I find it strange that attackers always know where to find the keeper… no matter how complex or branched my dungeon is, they always take the direct route to my keeper.

    – I'm surprised about performance, although it did go down a little bit on this version. Can you try to give me a save file? You don't happen to build the game from github?

    I wanted to attached the ret file of the dungeon where this happened, but when I do that, instead of posting, I get thrown back to the form to start a new thread… How can I get it to you? . A subsequent Adventurer vs. Keeper in this dungeon also saw fps drops, though not as harsh. Also it seems that if I restart the game, I am back to (somewhat) higher FPS again. This is on linux, if that matters.

    Speaking of ret files, I noticed that the ones from alpha 6 don't work any more on alpha 7. This is to be expected, obviously, but as there is another thread, started by you, to post ret files, when will it make sense to do so?

    in reply to: Feedback and initial impressions (Alpha 6) #466

    Guys, big thanks for this thread, I've already fixed many of the issues that you mentioned. Being a one man team I often fail to notice many problems.

    That's what open alpha/beta is for, right?

    in reply to: Feedback and initial impressions (Alpha 6) #464

    Mid-game is when you should be taking teams into the enemy towns to hunt down any survivors, raid shops and grab skill books. End-game is when you've killed every combatant in the elf, dwarven, lizardmen and one of the human factions. At that point you will be invaded by the Duke's incredibly powerful army (the other human faction).

    Hmmm… this Duke character and his army was actually the second enemy I took down, so no invasion from him. So I kinda skipped the endgame… 😉

    in reply to: Feedback and initial impressions (Alpha 6) #462

    'lo there,

    I thought I might also give some initial impressions. I really like the game, backed it on indiegogo, because I think this might become sth really neat 🙂 Also, I really love the fact that the game is going to be open source. I would have backed it for that alone 😉 Being in Alpha, there are some issues, obviously. I'll not repeat what the lazy wizard said, here's some more:

    – path finding really has issues. I blocked a path with a boulder trap, but this seemed to be the preferred path of my creatures. Even though there was another way, they insisted on taking the blocked path. So, after a few turns, all of my imps were stuck on either side of the boulder trap, and I wondered why no work was getting done. Interestingly enough, when I made another path around the boulder trap, that one was then taken by most, but not all, of the creatures.
    – I find the game's pacing is off. In the beginning, all of the factions would spam-attack me, sometimes even multiple factions at once. Then, after a while, this came to a complete halt. Since then, all I do is wait for my keeper to gather enough mana so that I can create more creatures, train them, and go beat the snot out of the next opponent. Which takes a while because of the keeper behavior LazyWizard mentioned. Also, there is no reason to keep expanding my dungeon. Plus, I am not even really able to do that because resources are quite limited, so from some point on, the game becomes … well, boring. This is on standard difficulty.

    I would like it if there was either another way to get mana, or to somehow increase the mana I get from having the keeper study. For example, by scaling the received mana by the size of my dungeon? Also, I feel there should be more resources, and they should not be visible from so far away, to give more incentive to actually do some digging.

    So much for now, this is after my second playthrough (the second one currently being in the wait-create-train-beat loop I mentioned earlier…). I'll watch out for more.

    Edit: I forgot to mention: when a creature is on guard duty, it will ignore commands to do sth else.

Viewing 4 posts - 16 through 19 (of 19 total)