Turbotowns wrote:Ah, yes, by the way... I noticed that when the prey has clothes, they appear on the ground at the moment digestion switches to absorption, shouldn't it appear when absorption finishes? When the pred actually burps?
That was one of those things that I sort of made a guess on. In my mind, after the prey dies they soften to a generic mass within 2 or 3 turns, So the clothes are technically too early by that figure, but as you've said, a fair amount of matches don't last long enough to see the end of digestion for most of the units, so I wanted the discarded clothes to be visible, because I liked the looks of them(they maintain the color and type that the clothes were, which I think is a nice touch). I suppose it's open to interpretation when that should actually happen. I thought about having the clothes stripped when the unit is first eaten, but that seemed perhaps too premature, because that's technically more work for the predator to do, and it would end up with a decent quantity of unclothed people that escaped from digestion.
VLover552 wrote:I noticed that when one of my soldiers digests an enemy who does not have clothes on clothes appear on the ground below them and I don't know if it's a glitch or not but I just figured I'd bring it up
I'll check on that. It's supposed to not generate if they have no clothes, but it might be generating the default sprite type.
MarkusFreeman320 wrote:Absolutely love the game, I tend to make an army of non vore humans and feed them willingly one by one to an army of cats. Though I've noticed two things: AI units still attack surrendering units, which is a shame when I want to watch 4 cat girls nom their way through my army of 32 humans. And it would be nice if you could set physical characteristics (boob size, weight, gender balance) for each race before you make a game.
The next patch changes it so they don't attack surrendered units unless their side is incapable of eating them (i.e. they have no predators). As for individualizing races like that, it would be pretty quick to add the actual mechanics, but take a while to set up a good way to make them changeable in the interface. Would a text configuration file be too unwieldy for that? That would make it easy to have default settings the way you like them, but wouldn't work as well if you were constantly changing the settings.
Turbotowns wrote:You should maybe make it so surrendering units can't flee(if it isn't a thing already) to keep vagrants downed by this system from fleeing anyway, also the ability to UNDO a manual surrendering if it's the same turn that you initiated it.
Well, surrendered units never have any MP again, so it should already be impossible for them to flee. I'll make a way to cancel same-turn surrenders (especially since it would not have had any effect on the same turn)
Ger-Fox wrote:because the destroy towns :
- maybe make like before a limit how much them can recrute AND the garnision can not be used more as that 2 people are alive. speak the town stay alive after the battle and still can growth again.
- second : make a option in map editor for fill all towns with people. can not all time replace the town and the other race who not own it anymore get it xD this get me on the other idea "gimme a option for switch the town ownership to a other race in map editor" ^^
ps: is it possible to get long range vore attacks someday? like...when we have frog race or monster/AI them then attack with tongue ?
hmm maybe here is a way to make a vagrant/boss unit someday? a giant vore monster what is very strong and can almost endless much devour. who beat it gain ton exp or gold?^^
ps² : is it possible to add someday more level name like unholy/ heroic and not stop by 15?^^ its a bit hard to figure out the enemy power when then ai leader have like lvl 10-15 and a full group but already is lvl 15 and other have 1 leader and is already this lvl and other have a lvl 1 leader and 15 lvl 30 units. as example. ^^
I'll go ahead and add those options to the map editor, since they would be pretty fast.
Long range vore attacks would be possible if we had a unit capable of doing it.
There will eventually be other types of wandering monsters, and a giant monster is perhaps inevitable.
Yeah, I'll make a note to add additional levels of power. I've largely ran out of names, but I can have it generate the proper number so you'd have indescribable (50) for example.
GreenSlime wrote:2: an option so the only way to “kill” a unit is digestion. If a unit is knocked to 0HP it surrenders. This way units that get knocked out can still be saved post battle. If not digested.
The only problem with that are races that can't vore. For a fix, maybe you can attack surrendered unit one last time to finish them off? Or when entire enemy army surrenders the battle ends with them being killed off-screen?
Also, I know mercenary camps are in the works, but what about gold mines?
Yeah, I'd probably just have it so they surrender, but you can attack them again to kill them if you don't want or can't eat them for some reason.
As for gold mines, the actual act of setting them up would be easy. The harder parts are trying to place them in a manner that's at least remotely fair, and setting the AI up to use them properly. So I'm just kind of pushing them off a little bit for the moment.
Ger-Fox wrote:now we just need spells, mage class and towers or buildings for attack chars on the map or poisen areas what hurt units on the map by walk through it^^ or ruins where you can find artefacts xD but this artefact thingy is nice. i mean..image you can find strong weapons in ruins after beat strong enemy. you can put it on your unit or leader and get a stronger bonus as with normal buy weapon. the ruin randomly apair on the map and vanish then again^^
Someday, perhaps.
Ger-Fox wrote:i have play all possible ways. 18 army size. 32 size. i have played with 6 people each farm.10 each farm....etc. still it get destroyed. do them heal and eat the population? or why it happens? maybe the eat for fill heal points need be limited or removed....
It's probably more likely to be related to garrisons... actually, if you're at really high levels it probably is devour related, as you have armies with huge numbers of HP and the villagers still heal only 10 points per villager, and the AI tries to get its units healed to a certain level. I'll adjust it so they don't go quite so devour heavy at high levels, especially since that might not even make a huge difference in their health if it's high enough.
SparkyTheWolf wrote:I've been playing this game for a few versions now, and I absolutely love it.
I'm also very happy with the constant updates and the fact that you are involving the community with the progression.
Thank you! I'm glad that you're enjoying it.
Ger-Fox wrote:btw i think its a bug. but by "buy by all towns" and here i have 1x 125 it still get all my safed 5000 money. not sure what is wrong. but the all towns not work perfectly^^
Yeah, I was checking it out after turbo reported it and it's basically broken, as it tries to buy extra copies of buildings that do nothing(I tested it when I added it, but apparently I missed a piece). I've already got that fixed for the next patch.