TershaSerou wrote:I'm likely to implement some things along these lines eventually, with a way of protecting, and a way to manually regurgitate, though I'm not sure of the best way to do it (giving a list of all units and picking seems impractical, picking a random unit is more 'realistic' and could also make for interesting decisions / surprises.)
That sounds like it'd be real nice, maybe even a healing vore or non-acid vore for like protection of injured units.
meanwhile..
Currently the leader is the only resurrectable unit. I plan to add a resurrection spell, but that would require having the spell and mana to spare (and only usable on units in that battle). I've also debated adding a cheat trait for recoverable units as well, if you'd be interested in that, let me know.
This could make it so we could actually get attached to units. Which will help with making use of the custom auto-leveling. (Maybe even make certain units prey on purpose lol)
I'll go ahead and stick in the random regurgitation option. That would be very simple to implement, and could be interesting. At some point I'll have some more vore functions, but still not quite sure how that would be tied in.
I've added the eternal trait, and will probably go ahead and get the resurrection spell in too.
Wolfcrux wrote:i wanted to know what is that?last time i asked turbotown about it,he didn't know,it looked like a condom last time i saw it.
If you mean the pink one, that was indeed a condom, was mentioned as a possible mechanic where a unit could fill it up and leave it with the liquified prey, and then another unit could eat it, but I haven't done anything with that yet.
Turbotowns wrote:How are classes coming along?
Haven't done much with them yet. It's sort of the big storm cloud off in the distance that I don't know how to approach.
SilhouettiShine wrote:Another possible cheat trait: Immune to Acid damage (AcidImmune). I'm not talking about Acid resistance, but literally no damage taken from Acid.
Could result in a never-ending battle, but I could easily do 20 turns of immunity as a cheat.
Turbotowns wrote:Would it turn the unit into a pseudo leader? If so, YES PLEASE!
Okay, that's in.
Anesthetic wrote:There is 1 thing I truely despise. I can't see what the actuall stats for my army with the leader in it are. Since the leadership bonus is factored in, I have to mentally subtract from their stats to get their current stats, and it makes planning level ups a Pain.
It does list their base stats on the level up panel, but I get what you mean. I've adjusted it for the next patch so that you can either have it display the final value only "60", or the final value and the base value "60 (52)" (If they are the same it just lists the base). Honestly I don't think the + was really needed after the advent of tooltips, it was just lingering around because that's the way it had always been.
Anesthetic wrote:Also I want to point out my characters are level 6 and there is a single level 28 Compy runining around?
Hmm, either there are some strong AI armies, or you have the compy scaling % set really high, or there's a bug.
Turbotowns wrote:WELL WHAT DO YOU HAVE TO SAY ABOUT THIS!? I finally remembered to take a screenshot of what I meant.
I'll look into this and see if I can figure out what's going on (it actually looks like the belly is off center)
Turbotowns wrote:Sometimes(not with EVERY village, but some of them), the AI's garrison is only lvl 1(they also don't have ANY exp), even though I KNOW the AI has buildings that provides team exp(It's possibly a bug with the crazy buildings).
I'll check it out.