What do you mean by leader-only classes?
Sure.
It should get fixed in the next hotfix update.
It’s not that it was deleted by the crash. Save files are deleted after being loaded to prevent you from reloading them, because it’s a perma-death game. The autosaves should be recoverable though in case of a crash.
In the end I’ve implemented reporting that works even better for me (gives me more debug info) than Steam’s π
Nothing will change here, except probably new bugs caused by the massive code changes around the campaign.
I secretly hope though, that players will all switch to the new mode, so I can ditch the old one, and have less code to maintain π
The single map highscores will stay for a while now. There will be a separate table for campaign.
I might display the highscores somewhere on the homepage at some point.
You can change the number of enemies for now. Size maybe too, I’ll see about that.
Who knows… π
Owen: you can win whole battles with a single creature, so it’s a matter of your playing style. I always thought that small battles are more interesting. It’s a roguelike after all. But if I limit team size, I’m afraid that players are going to scream π
Does the world map restrict travel in any way? Will there be impassable squares (mountains, chasms, water, etc) that might be differentially traversable based on your team composition?
Not in this update, but good idea.
From the start of the game, do we know the size of the world map, or are the boundaries revealed as we play on?
Yeah, it’s constant and known beforehand.
What other sorts of information does the world map reveal (e.g., resources, legendary artifacts)?
For now you’ll get information on the enemies. Possibly the exp levels of the strongest creatures, so you don’t download some absurdly overpowered keeper dungeon.
How are hostile sectors going to be distributed? Will there be large multi-sector structures on the world map? For example, human kingdoms, dwarf kingdoms, large mountains, forests, fields, and so on? I think that something like this would be a little more interesting than a bunch of completely randomly generated sectors that are totally independent of one another.
Nice idea, maybe for the next year π
Meanwhile, I can already play against a retired Keeper.
Of course, even more than that. You need to know who you’re attacking.
Would it help just to heal up all the enemy units when you leave their map? Sleep, poison, entangled, speed, invisible, etc. could also be automatically removed.
I don’t think so. If you inject deadly poison to an enemy and leave the map, you want them to be dead the next time you arrive.
Would it be possible to give our teams the order to rally at a way point when theyβre not under our control?
This used to be possible, but I didn’t like the UI for it so I removed it temporarily. Do you think it even makes sense in campaign mode? You wouldn’t be able to do that on sites other than your own anyway.
There are various things that slow the game down, but yes, pathfinding is a big one.
How do you calculate how many troops the main villains can counter attack with?
That doesn’t change. There is a randomized formula taking into account the population size, the villain, etc.
Are they going to get a population boost when revisited after a long while?
Good point. I need to make immigration happen when the site is in a ‘frozen’ state. I think I’ll have the clocks ticking for a little bit after attacks so they can heal up, etc.