Orosaki wrote:well i guess now that we have a bunch of monster races we can have a survival mode where every race is on one team and they just try to survive against increasingly more powerful monsters.
Would be nice to add for those not into the strategy game aspect and prefer more survival, and also offers up a different playstyle without really changing things to much.
I believe a good number of games add in a survive for as long as you can mode.
Yeah, that might work pretty well.
Turbotowns wrote:How is the "strength" calculated? Cause I'm Pretty sure the squad of 9 sharks that wiped out an entire horde of crypters(full 32)... Isn't merely "Fair"(9).
Yeah, the strength is in need of revamp. It's currently based on the level and quantity of troops. So troops that are strong for their level are counted the same as troops that are weak for their level. The Vagrants actually count as extra, but I needed to do that for the other monster races as well to try and band-aid the system, but at some point I may need a better system, but it's tricky to try and math it out.
16E ReleasedAs I said before, many small features and bug fixes. Ran out of time to get all of the small features in, but they'll just be added to the next patch. If there's bugs I'll put out a mini-patch tomorrow. I'm happy with the Army meeting feature (its the bottom option in the watch ai battles dropdown in the options menu), it looks like this if you have it on.
I need to make the picture of the battle location a bit bigger. All of the information is just from tooltips so it doesn't give too much away. It serves to make AI battles more visible. I'm probably going to use it all the time as it is, but let me know if you have any ideas for improvements to it. That picture-in-picture display will get reused for notifications. I could also do like a mini-camera that follows AI movement around, but it probably makes more sense to use the normal camera for that.
I tried the simple way to allow for easy save editing, but it turned out to not be practical. (It exported it to a text file, but it took somewhere over a minute (I ended up canceling it) to load even a simple map)
So next is finishing up some of the small features, then adding the feral wolves and cowgirls, and working on the random part of the racial traits.
16E:
Added an option to have a prompt every time two armies meet asking if you want to watch that battle with some information. It automatically skips this if you're the one attacking.
Added an option to skip monster vs monster battles, even if you have it set to watch them.
Made the remaining units in tactical keep track of garrison units vs army units better. (if you have a save from the previous version that's in the middle of a tactical battle, it will give weird numbers, but that's just the stat display, everything will process normally)
Reworked the AI logic for when they go to resupply their army.
Added an option to disable scaled experience, for those that want the game to snowball heavily.
Units now have a significantly higher chance of escaping from surrendered units.
Added option that allows herms to use unbirth if it is enabled.
Monster armies will automatically gain exp if they have less than half as much exp as they would naturally spawn with.
Added a remove race button in the create strategic mode.
Newly added races in the create strategic screen will use your current "All" settings, you can still configure them normally afterwards
Units that have fled will always finish digesting prey by the end of the battle.
Holding left shift while recruiting a unit will recruit as many units as you are able to recruit from that village.
The mercenaries and monsters now ignore units in the top 10% of experience when they are scaling. (I.e. it scales based of a unit where 10% of the units that exist have more exp than it, and 90% have less). This way it scales similarly, but prevents a single character or couple of characters who have vastly more experience from throwing off the calculation.
If you turn off a monster race it will now immediately destroy all armies belonging to that race instead of just preventing them from acting.
Tooltips in the create strategic screen are now prevented from going off the edge of the screen. (except the bottom, but you can easily scroll to prevent that)
Unarmed dismissed units no longer count as garrison if there are no weapons available
Added a method to prevent flight capable units of random-walking on top of other units. We'll see if there are other ways they end up stacking. Also prevents players from using numpad to fly over friendly units, you have to use the mouse movement as originally intended. This is because the logic to determine if a unit can make it off of a stack to a unused tile gets ugly.
Leotards now use a similar belly color to the clothing color (using exact would be require a surprising amount of extra effort, and since leotards are the only piece of clothing that uses this system in the new sprites so far, I'm holding off for now), but should be significantly less noticable than before where it was almost a random color.
Pure tactical now displays the races correctly at the bottom of the screen for all of the secondary races and monsters. It also now displays the correct names in the tactical log for changed turns.
Fixed an issue where loading a game, and then exiting back to the main menu and starting a game would have messed up strategic pathfinding until the save was reloaded.
Fixed prey of prey putting their clothing/scat/bones at the location the unit was before it was eaten instead of at the current location of the top of the predator chain.
Fixed bug where a fled vagrant army would spawn with full movement points.
Fixed mercenary versions of the monsters spawning with normal weapons instead of their specific monster weapons, and made them unable to use normal items.
Fixed the lamia tail not looking right in some circumstances.
Fixed kangaroos not hiding their weapons when surrendered
Fixed a few places that were setting layers incorrectly
Fixed a few exceptions (going back to the main menu under certain circumstances, and one if you deselected an army while it was moving, one for monster turns or merc generation if there were only leaders on the map and no normal army units)