GreenSlime wrote:"omplementation"
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GreenSlime wrote:"omplementation"
GreenSlime wrote:Crap. Fixed.
Anyway, I was thinking about tags and came up with a few (with an addition of some already discussed in this thread):
-Flying. Pretty obvious. If army only has flying units, it can pass above obstacles. However, at the end of turn flying army must land on passable square.
-Swimming. Pretty obvious. If army only has units with swimming it can pass through and stop in water. However, as a tradeoff, they're slower on land (either -1 with default movement or cut movement to 75% if variable movement speed gets implemented)
-Mountaineer. This one works even if only one unit in your army knows it. Mountaineer lets you move through the mountains at sharply (1 or 25%) reduced speed.
-Woodsman. Same as mountaineer, it works even if there's only one unit with Woodsman in your army. You can pass through forests at normal speed.
-Double strike. If this unit has more than 1 MP and uses attack or vore, instead of setting MP to 0, their MP gets reduced to 1, allowing them to use a second action or to move 1 square. Note that it doesn't work if unit already has 1 mp (for example from moving).
-Thrash. A once-per-turn ability that lets unit can attack everyone around them with reduced accuracy using melee weapon damage.
-Explosion. A once-per-turn ability (or a default attack for theorethical magic weapons or explosives) that hits all units in 3x3 square for reduced ranged damage.
-Jump. A once-per-turn ability costing 3MP that lets you move up to 5 squares unimpeded by terrain or other units.
-Regeneration. Unit regenerates health even if there's nothing in its belly. Handy.
-Decay. Unit loses health every turn. Definitely not handy.
-Draw in. This one is important for some monsters i'm thinking on and it also could be special property of whip/lasso weapon. Unit with this tag has a chance to draw opponents to itself with a ranged attack if there is free space around.
-Pack. If there are other units of the same race around them, the unit gains bonus to Strength, Dexterity, Voracity and Will.
-Strategist. Unit has a leadership stat.
-Messy eater. Reduced chance to vore someone, but target is definitely not coming back from this, not in one piece.Always kills enemy during vore and skips digestion phase straight to absorption. Should be toggleable for people who don't like hard vore.
-Trapper. Be it a slime hurling pieces of itself, or your friendly neighborhood spider-girl webbing you up, the mechanism is the same - unit with this can throw a projectile that renders target unable to act until they free themselves.
-Soft. Weapons deal reduced damage, but unit with this is easier to vore.
-Damage reflection. When attacked in melee, this unit reflects 25% of damage back to the opponent.
-Nasty. Instead of recovering health, enemy that have eaten and digested this unit loses it.
-Hazardous. Like nasty but starts the moment unit is eaten.
-Iron stomach. Recovers more health from digestion and can digest Nasty units like normal ones.
-Brilliant. Unit gains more experience.
-Summoning [unit name] (remaining uses). Another tag that introduces mechanic i like to see on certain units (monster and humanoid). Unit can summon a certain limited number (will/10) of allies in combat, one per turn.
-Reformation. Related to previous tag and made pretty much for Queen Bee monster and similar units. By devouring/unbirthing others, this unit can increase the number of Summoning uses for that combat.
GreenSlime wrote:Crap. Fixed.
Anyway, I was thinking about tags and came up with a few (with an addition of some already discussed in this thread):
-Flying. Pretty obvious. If army only has flying units, it can pass above obstacles. However, at the end of turn flying army must land on passable square.
-Swimming. Pretty obvious. If army only has units with swimming it can pass through and stop in water. However, as a tradeoff, they're slower on land (either -1 with default movement or cut movement to 75% if variable movement speed gets implemented)
-Mountaineer. This one works even if only one unit in your army knows it. Mountaineer lets you move through the mountains at sharply (1 or 25%) reduced speed.
-Woodsman. Same as mountaineer, it works even if there's only one unit with Woodsman in your army. You can pass through forests at normal speed.
-Double strike. If this unit has more than 1 MP and uses attack or vore, instead of setting MP to 0, their MP gets reduced to 1, allowing them to use a second action or to move 1 square. Note that it doesn't work if unit already has 1 mp (for example from moving).
-Thrash. A once-per-turn ability that lets unit can attack everyone around them with reduced accuracy using melee weapon damage.
-Explosion. A once-per-turn ability (or a default attack for theorethical magic weapons or explosives) that hits all units in 3x3 square for reduced ranged damage.
-Jump. A once-per-turn ability costing 3MP that lets you move up to 5 squares unimpeded by terrain or other units.
-Regeneration. Unit regenerates health even if there's nothing in its belly. Handy.
-Decay. Unit loses health every turn. Definitely not handy.
-Draw in. This one is important for some monsters i'm thinking on and it also could be special property of whip/lasso weapon. Unit with this tag has a chance to draw opponents to itself with a ranged attack if there is free space around.
-Pack. If there are other units of the same race around them, the unit gains bonus to Strength, Dexterity, Voracity and Will.
-Strategist. Unit has a leadership stat.
-Messy eater. Reduced chance to vore someone, but target is definitely not coming back from this, not in one piece.Always kills enemy during vore and skips digestion phase straight to absorption. Should be toggleable for people who don't like hard vore.
-Trapper. Be it a slime hurling pieces of itself, or your friendly neighborhood spider-girl webbing you up, the mechanism is the same - unit with this can throw a projectile that renders target unable to act until they free themselves.
-Soft. Weapons deal reduced damage, but unit with this is easier to vore.
-Damage reflection. When attacked in melee, this unit reflects 25% of damage back to the opponent.
-Nasty. Instead of recovering health, enemy that have eaten and digested this unit loses it.
-Hazardous. Like nasty but starts the moment unit is eaten.
-Iron stomach. Recovers more health from digestion and can digest Nasty units like normal ones.
-Brilliant. Unit gains more experience.
-Summoning [unit name] (remaining uses). Another tag that introduces mechanic i like to see on certain units (monster and humanoid). Unit can summon a certain limited number (will/10) of allies in combat, one per turn.
-Reformation. Related to previous tag and made pretty much for Queen Bee monster and similar units. By devouring/unbirthing others, this unit can increase the number of Summoning uses for that combat.
GreenSlime wrote:-Messy eater. Reduced chance to vore someone, but target is definitely not coming back from this, not in one piece.Always kills enemy during vore and skips digestion phase straight to absorption. Should be toggleable for people who don't like hard vore.
Wait, that's a game balance issue, since that devour move is a one hit kill. (Ex: A unit with major high Voracity Stat)
GreenSlime wrote:Really excited for vagrants and general monster implementation, great work, Aurilika! But with the implementation of monsters and neutral armies I feel like tactical battle is starting to fall behind. What if, while keeping old tactical screen (choose race, choose another race, go) there would be "advanced tactical battle" screen that looks like town recruitment screen that lets you pick a team out of units of every race (monsters too)? It will make it possible to manually customize units for tactical too.
GreenSlime wrote:Anyway, I was thinking about tags and came up with a few (with an addition of some already discussed in this thread):
...Soft. Weapons deal reduced damage, but unit with this is easier to vore...
Turbotowns wrote:How does my content settings transfer over? Is there a specific file I need to make sure to transfer(I won't be transferring the game saves as they aren't compatible anyway.)?
SilhouettiShine wrote:Wait, that's a game balance issue, since that devour move is a one hit kill. (Ex: A unit with major high Voracity Stat)
Aurilika wrote:Well, he did say it lowers the chance to vore. If I implemented it, it would probably be a larger penalty, and then also make it only usable on targets under 15% or 20% health.
Grapefruitfanfic wrote:I know this may sound like a silly question, but has anyone found a concrete way to build a unit? I know that if they have a higher strength they should have a melee weapon, and dex should have a bow, but besides that, are there any builds you all use for the other stats?
Aurilika wrote:Turbotowns wrote:How does my content settings transfer over? Is there a specific file I need to make sure to transfer(I won't be transferring the game saves as they aren't compatible anyway.)?
The saved content settings and the options settings are currently stored using unity's playerPrefs system, which on windows stores them in the registry. It stores them somewhere else on mac, though.
Grapefruitfanfic wrote:I know this may sound like a silly question, but has anyone found a concrete way to build a unit? I know that if they have a higher strength they should have a melee weapon, and dex should have a bow, but besides that, are there any builds you all use for the other stats?
If Ranged Unit
{
if (unit.Health < 25)
priority = { Stat.Health, Stat.Dexterity, Stat.Defense, Stat.Voracity, Stat.Speed, Stat.Stomach, Stat.Will };
else if (Stat.Dexterity) < 25
priority = { Stat.Dexterity, Stat.Voracity, Stat.Health, Stat.Defense, Stat.Speed, Stat.Stomach, Stat.Will };
else
priority = { Stat.Dexterity, Stat.Voracity, Stat.Stomach, Stat.Defense, Stat.Health, Stat.Speed, Stat.Will };
}
If Melee Unit
{
if (unit.Health < 25)
priority = new Stat[] { Stat.Health, Stat.Defense, Stat.Strength, Stat.Voracity, Stat.Speed, Stat.Stomach, Stat.Will };
else if (Stat.Speed) < 20)
priority = new Stat[] { Stat.Speed, Stat.Health, Stat.Strength, Stat.Stomach, Stat.Voracity, Stat.Defense, Stat.Will };
else
priority = new Stat[] { Stat.Strength, Stat.Voracity, Stat.Stomach, Stat.Health, Stat.Defense, Stat.Speed, Stat.Will };
}
Turbotowns wrote:Registry? Is that somewhere in AppData/Roaming(Or Local)?
Rickter wrote:I don't know if this is a bug but I can't get it to launch
Turbotowns wrote:SOON
Grapefruitfanfic wrote:I know this may sound like a silly question, but has anyone found a concrete way to build a unit? I know that if they have a higher strength they should have a melee weapon, and dex should have a bow, but besides that, are there any builds you all use for the other stats?