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  • in reply to: Message boards doesn't work #6334
    rumpelstilzz
    Participant

    I can write at the board, but it doesn’t seem to be saved – when I access the board the next time, it’s empty 🙁

    in reply to: Difficulty in Alpha 21 #6277
    rumpelstilzz
    Participant

    I agree mostly. Having a starting position without enemies that launch attacks makes the game to easy, but that has been an issue in the last version too. The difficulty for the developers is to find the balance between a dungeon having no intruders at start and beeing overrun without having a chance for defending. But that can be solved by re-rolling the map until you have neighbours that suit your style.

    The new recruiting system is a nice feature, but there were ways to choose your recruits before: drowning unwanted ones made me feel fittingly evil, or having them eaten by the doppelganger. The change now is that you get the ones you want much quicker.

    The thing about the lack of wood, I think the reason is that there are no more user dungeons in campaign mode with their resources to plunder – having a tree spirit village around helps, but not everyone has 🙂 Let me point to another thread I wrote, that mentioned the idea of a “regrow tree spell” to trade mana for wood, which also might be a way to give mana a use in the later game phase.

    What I really do like is the feature that you need bows to recruit harpies. I’d love it even more if you had to own two handed weapons to recruit ogres! It might make the two handed weapons research a little less useless and those ogres are to easy to get in my opinion – you barely don’t need any orcs because there are so many ogres.

    As I have this post open, let me put some other impressions that I get here that do not refer to the original post:
    – It feels as if the game has become quicker. The recruits are more, so there are more researchers in the early game, so everything else has sped up.
    – The campaign mode has too few sites for my taste. (I used to play with 4 major and 4 minor enemies and 3 ally sites) But maybe that is to take the bite out of the new speed, so you have a shorter end game phase. Edit: After counting, I take that one back 🙂
    – Have the prerequisites for demon shrine units increased? Or is it just that you now can see more that you can hire?
    – Perfomance issues have been solved! Great! The game used to become too obviously turn based in the late game, now it runs smooth.

    • This reply was modified 7 years, 9 months ago by rumpelstilzz.
    • This reply was modified 7 years, 9 months ago by rumpelstilzz.
    in reply to: things I could not find out #6274
    rumpelstilzz
    Participant

    3. Like puzzles too but didn’t make it to solve that one. And to pokemon, well, when I was that age they didn’t exist yet 😀 Please don’t try to guess my age now.

    5. It’s been a long time now so I do’t really remember the coloring. But as I definitely found it in an uploaded player’s dungeon, it must have been phanticore. Thanksalot

    in reply to: Kobolds and Dwarves and Bandits Oh My #6273
    rumpelstilzz
    Participant

    There’s a little exploit that helps solve this problem… (at least there was, I’m downloading the new version atm):
    Pause the game and mark (shift+click) the whole mountain for digging, and you’ll see where the holes are. Keep distance and everything’ll be allright. But what I prefer to exploiting is using the same entrance as the dwarves for my dungeon and marking a forbidden zone where enemy contact would be imminent.

    in reply to: things I could not find out #6075
    rumpelstilzz
    Participant

    5. Yesterday I encountered a giant spider in another user’s dungeon. I want her (in german language, all spiders are female) too. I’d even post some pictures of the little beauty in my terrarium 🙂 . How do you get her, is she a legendary beast? I never found one yet.

    in reply to: some thoughts about equipment #6074
    rumpelstilzz
    Participant

    Update:
    I feel I thought too far in the previous post as there might be an easier solution. At the moment, humanoid creatures can either use weapons and armor both or they simply can’t. A feature that differs between light (one handed) and heavy (…) weapons is already there and works well (I noticed that on ork losing an arm lost his ability to carry heavy armament) If that possibility was split up AND bows used the normal weapons slot and not a dedicated one (which might also soften the problem [<- can you use that phrase in english?] of dividing up arrows as well as the role assignment …more tactical battles I’d set equipment rules for creatures as follows: (“I’d” means the following things are just propositions…)

    – Goblin, harpy: no armor, light weapons, bows

    – Orc: armor, all weapons

    – Ogre, werewolf, shaman: no armor, no bows, light and heavy weapons

    – Zombie: armor, light and heavy weapons, no bows

    – Vampire: here’s room for discussions. Surely he can use light and heavy armament, he even can use bows but I think it simply isn’t his style, but I’m not sure if he should use armor. Maybe only the vampire lord, to make a bigger difference.

    – The succubus: I don’t know how you do imagine her, but I think she might be able to use weapons

    – Keeper and legendary humanoid surely can use everything they like.

    – Kobold: Their pourpose (as I see it) is to deliver some starting resources. If they were armed with knifes or clubs they could be “harvested” for initial weapons and they were a little harder to defeat.

    • This reply was modified 7 years, 10 months ago by rumpelstilzz.
    • This reply was modified 7 years, 10 months ago by rumpelstilzz. Reason: added kobold
    in reply to: Alpha21 on the horizon #6072
    rumpelstilzz
    Participant

    Could you post a little changelog for the new version please?

    in reply to: Ideas for more tactical battles? #5999
    rumpelstilzz
    Participant

    There’s a very similar game to KeeperRL’s adventurer mode (just mentioning it though I’m pretty sure you already know it), the Stone Soup Dungeon Crawl – yes I do love ASCII games. You play a single charakter, who is, depending on class, religion, spells able to summon or convert companions. It offers the button t for talk / shout (that btw makes noise and compromises sneak attacks), which opens the following options:
    – attack new target
    – retreat
    – wait here
    – stop attacking
    – follow me

    could work here too.

    Another order I found missing the last plays was to send single units of my expedition corps safely home, but allowing that has to be considered well for it might make the game too easy.

    in reply to: Ideas for more tactical battles? #5991
    rumpelstilzz
    Participant

    I’m not great of a programmer (a little modding via python is all I do) so AI behavior is beyond my talents. But some ideas toward tactics:

    I very much like that one is only able to command one creature at a time. It is something that makes the game unique.
    A possibility to command several units while controlling only one can be seen in the Mount’n’Blade series or MechWarrior 4: You play one character, who is able to shout predefined commands towards his companions, like “Group one, form line” or “Archers, hold position”. Your companions try to execute those orders as best as they can. A similar solution might work here as well. It would, as above, require to assign a role to each creature, a dropdown with the options scout/melee/archer/support would be enough – or just delete the slot for ranged weapon and give your minions only one weapon: then the choice is made by equipment, and the scout role (bat, raven, wolf) as well as the support role would be given by class (keeper, orc shaman, vampire). For the use of equipment, I’m just about to start another thread 🙂
    Some orders fitting for the game are already implemented in the field “activity” (scout cavern, scout outdoor). Non-military activities don’t need to be given that way.

    More orders:
    “seek and destroy” outdoor and indoor to part scouting from fighting
    “form lines” simple two-lines formation: melee units first line, archers and support second line. Melees charge at 2 or 3 tiles range.
    __front
    M_M_M_M_M
    _A_S_S_A_
    __back
    “form circle” melee units and archers outer ring, support units inner ring
    “hold position” like ambush but with formation instead of cover, and melees do not charge
    “take prisoners” attack with blunt weapons, those without use bare hands

    These are mostly the orders I missed up to now during oversea missions in campaign mode. In my homebase I have been quite satisfied so far with the option I already had 🙂

    in reply to: What do mutations do? #5989
    rumpelstilzz
    Participant

    But how? Do those new ones join you randomly like normal recruits? I never saw any mutant yet. Do I have to take any action after researching it?

    I thought (and if I’m wrong, I recommend to make it so 😀 ), researching mutation might allow you to mutate one of your minions, creating a stronger form of the chosen minion, depending on who you make mutate. Eg. mutating an ogre could give you a powerful basher / tank, while mutating a wolf gives you a hellhound, sniffer, scout or whatsoever…

    Edit: The right place for a “mutate minion” button could be just beyond “summon imp”, leading to a list that allows you to choose one of your minions.

    • This reply was modified 7 years, 11 months ago by rumpelstilzz.
Viewing 10 posts - 1 through 10 (of 10 total)