GreenSlime wrote:At the lowest rung of dragon hierarchy are kobolds. Hatched from dragon eggs en masse, they do menial tasks for their overlords, scout new territories and serve as foot soldiers and emergency rations in dragon armies. Despite that they're not to be underestimated - dragon blood still runs in the veins of these dimunitive creatures.
And being stuffed up a kobold's ass is hardly a death worth of a heroic saga.
They'll be in the next patch.
dddddd2 wrote:Here's the new scat script and sprite..let me know if there's any problem!
scatv2.rar
Since I don't know how to export these settings, here's a screenshot of them instead(also included in the .rar file):
scatv2.png
I also already added a "ScatV2" toggle to ContentSettings.cs and Config.cs as per your instruction, but need your help to add the ui toggle to one of the content pages as I don't know how to export that setting either
(With "ScatV2" toggle on the game will use the new script to generate scat instead of the original one; if the "scat" toggle is off then this toggle and the new script won't have any effect. The new script also works with the "Bone in scat" toggle.)
Okay, I'll get it added in. (Also, were you looking for an explanation of how to add the content toggle or just noting that it wasn't done?)
jeveasy wrote:I was thinking, how about wandering bosses? Like a single enemy that is extremely strong but gives any empire that manages to kills them a big boon similar to how beating a caravan gives you money, but to a different and more drastic effect.
It could work like the leviathans in Stellaris, the bosses spawn in at the start of the match with late-game stats with each of them having a unique trait(Multi Attack, DOT effects, stuff like that), these bosses are passive but turn aggressive against empires that attack them multiple times. They then attack one or two places before returning to the passive state.
There will almost certainly be some form of this coming eventually.
TershaSerou wrote:Oh hey, just remembered, sometimes crazybuildings mistakes large populations for less than 35 for hiring people. And I had just recently gotten a win with 0/0 defenders even though there were 40 garrisoned there and I watched them fight.
Okay, I'll check into these bugs. I'm not 100% sure what you mean by less than 35, as there's no sort of breakpoint at 35 (did you mean that it prevents hiring like at less than 3?).
Anesthetic wrote:Isn't it weird how different the Wester, and Japanese depictions of Kobolds is?
Even inside of the western definition there's vastly different races with the same name as well. There's the D&D kobolds, that are lizardlike that was apparently Green's inspiration, but there's also the Warcraft kobolds(that's the one I imagined when he first said Kobolds), the rat-like subterranean humanoids. There's also a third western (German) type that's probably the oldest of the 3, that's more like a sprite and can also change shape.
Turbotowns wrote:Erm... What happened to my title? It's just "---" now.
Does that mean I can change it now? How?
I think so, I think once you get to 1000 posts you can change it, but I am unsure.
Pawz wrote:To add to that, if a unit that has the resurrectable perk or leaders gained prey like perks the more they got gurgled would work to help deter just letting your 'immortal' units just keep getting churned.. come to think of it getting repeatedly nommed in general would be a good punishment for neglecting to level will. Right now a really strong strategy is power level your hero with training and just keep mending up and getting nommed actually ends up healing you to full so you can escape relatively easily and just repeat the process.
Well, part of that is what the level penalty on death is supposed to address, to make it somewhat impractical to simply throw your leader away. (Though you can adjust the settings to make it completely practical, or empire wrecking). To be honest, I think I made a little bit of a mistake in implementing training, but now people don't want it to be removed. At some point I'll probably try to make it a better system.
What sort of prey like perks were you thinking about? Just penalties to make them easier to eat?