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  • in reply to: A Few Development Ideas #10359
    turtle
    Participant

    Here are a few more suggestions

    *Non-archer units should not pick up bows or the player should be able to lock equipment slots to empty. When non-archer units pick up bows, they often end up staying at rage and never closing for melee, even though the bows do no damage in the hands of those units.

    *Since gnomes lack the ability to disarm traps, and the white knight keeper cannot develop traps currently, maybe the white knight keeper could have a different security system than traps.

    Two possibilities are gargoyles and gnomish automatons. Gargoyles could be non-controllable, immediately fly back to a perch after nearby enemies are slain, could drop some stone on death, and there could also be a much cheaper version that is just a statue :). Automatons might wander around a set area, or rest at a charging station, but would need to return to a charging station in time. On death, they could drop iron. For lore purposes, maybe only gnomes should be able to make automatons.

    I think that there are some pros and cons to having something like gargoyles and/or automatons implemented as opposed to having traps. During late game, traps would probably be deadlier (boulder trap plus web/fire trap on wood floors), but automatons and gargoyles wouldn’t need to be reset every time, and they could take care of weaker waves on their own.

    in reply to: A Few Bugs #10358
    turtle
    Participant

    Here is another bug

    When endless waves are on, if you have a wave incoming, but save and quit, the wave never arrives after you resume

    in reply to: A Few Development Ideas #10354
    turtle
    Participant

    After playing with an evil keeper for a bit, I want to elaborate on why I posted the idea of adding guard rooms and I also want to put forth a different, alternative solution.

    As the less evil knight, the livestock that you purchase to increase the population cap will idle in the same leisure areas that your other minions go to. That means that, if you assign a leisure area to the front of your base, or down a set of stairs to guard it, it places your expensive livestock at risk of getting slaughtered.

    One solution for this could be to have separate leisure areas for minions, prisoners, and livestock. Another solution would be to make the leisure area system similar to how units can be assigned to a particular quarters and make it so that prisoners, livestock, and minions can be assigned to these areas. This second option has the disadvantage of being time consuming for the player, but allows the player to have a high level of control

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