Dragonlord wrote:Alright, after testing the newest version a bit I found no overt bugs, but the new worm race might need to be toned down a tad, especially if they get turned into a player race. That first attack really does do obscene levels of damage (managed to get one to do 57 damage) and while afterwards they're reduced to doing 4-6 damage and moving 2-3 spaces they've already done so much damage and are already among the enemy that they still usually win against most foes. They aren't mantis or jelly fish broken, but they are certainly on the more powerful end of the monster spectrum.
Well, they are pretty powerful at low levels, but as levels rise and it takes more attacks to kill someone, they effectively get weaker. Besides, they're probably still less powerful than some of the extreme races (like dragons). They can always be rare, disabled, or have the trait stripped from them by the player as well.
Cravingus wrote:I meant to ask: are you gonna keep main race fairies as just a mod or are you gonna add them eventually?
I don't remember why but i had issues when downloading the mod and getting it to work so i just gave up hoping that eventually they would become an actual thing.
I don't really remember all that was involved with that mod, but it might have been made mostly obsolete by the ability to cheat-replace races.
benrowe91 wrote:Are there any spells that make a predator spew up his prey? Or makes it more likely they can escape.
Would be a cool addition
That spell may work it's way in eventually.
Turbotowns wrote:Also... y'know, I think we all feared the worst when you announced that you were done with this project(more or less), and I expected someone else to take over chief development. But nothing really changed, aside from you merely shifting focus to your other project.
There didn't seem to be anyone willing to step up, and I probably would have just dropped it except for bug fixes if GreenSlime and Micadi weren't creating sprites for it, still. So usually I'll add on a little bit whenever there's a sprite update ready. Sometimes somebody will suggest something that's not too complicated and has good benefits and I'll add it in, but I tend to not go very ambitious for these patches.
grozar wrote:First off, I'll say you got yourself a patron Aurilika.
Thank you.
grozar wrote:-Voracity scales acid damage big time (magnitude of x10 if I interpreted the code correctly) contrary to what the tool-tips says, might be intended, but I'd suggest changing the wording on the tool-tip then.
-AI take decisions as if is not there fog of war. (this might simply be a case of being deliberate as it might make the AI a bit easy)
-Converted/reformed units who comes off a unit that is vored will spawn outside that unit and not inside it.
-Unchecking the "Race size limits weight gain" in the content menu, does what it says but it also resets once the theoretical max is reached, setting the weight to the lowest after the tactical.
As for Voracity, I think that's a misunderstanding.
This is the relevant code
The stomach stat counts 3 times as much towards digestion damage as voracity does, and stomach also increases the capacity, which gives it a bit of bonus in the second half of that line, so the actual effect is more than 3x.
Yeah, programming the AI to understand fog of war would have been quite a task and I think the fog gets relatively little use. Basically it's a player handicap.
The other two sound like bugs so I'll check them out.
Greedy is just kind of a flavor trait, but it does impact the AI if friendly regurgitation is on and vore is back and forth enough that a friendly unit ends up in another friendly.
Attack of opportunities could work, but would either result in a bunch of work on the AI, or it obliterating the AI in a lot of scenarios, so I'm not likely to tackle that.
The perma-belly was suggested before at one point visually, but I ended up not adding it for some reason.
grozar wrote:What I'd suggest is to split the skills into three categories upon leveling: offensive, defensive and vore.
That sounds like it could be an interesting system, but would be a major revamp at this point, messing with saved games and requiring modifications to the UI in a number of places.
Pleasure would also be an interesting system, but at this point I tend to just pick the occasional minor feature to stick in, in addition to bug fixes and the like.
Turbotowns wrote:ALSO! I noticed a green sparkly effect coming off of some of my armies? What's up with that?
Later:
OH! It went away after I leveled them up! Interesting!
Yeah, there was a graphical effect added to show when armies have a level up available back in V32.
V33B released. A few fixes and a requested more specific alternative to the next unit key.
33B:
Added shortcut keys to select the next melee unit, or the next ranged unit, by default they are ',' and '.' but they can be changed like any other binding in the launcher.
Fixed a few minor exceptions.
Fix for the earthworm spawners not being placeable.
Fixed some minor UI issues on the create tactical game screen.