xmarkx wrote:Really like the direction this game is heading
Thank you.
Persona59523 wrote:sup, like how your game is coming along. However, the only way to see how the game play is though a youtuber named jonny ost and they can't show some things,( aka tits and cocks) due to youtube's rules. I was wondering if you could make this a boswer game if possible since the only computer I have is a laptop computer which can't run some programs due to limitations of the computer.
I can look into it to see if it is at all feasible, but I want to ask, the reason you can't run applications is due to some sort of software lock? Does it still let you play unity based web games?
Manchura wrote:why not have species traits that all of a species have, and then random traits that spawn with individual units, for example:
slime has gelatinous body as a species trait, but you but a unit and it has a random trait of nimble, which increases dodge chance and movement speed
or such a concept, so it does not feel like certain traits are far better then other and can screw over you or overpower your forces by having
That's basically what I've got planned. The current race traits will still be there, but there's a pool of random traits that it picks from when you recruit a unit.
player1 wrote:are slimes broken in this game? i swear im on my fifth game and everytime the slimes are my final opponent.
Yes, they are currently overpowered, I'm going to be doing some balancing in the next patch to try and make things a little more fair.
lich1993 wrote:ok here's a bit of a stupid question and i mean really stupid,i can't seem to figure out how to play this game can someone help me ?
Do you mean actually loading the game or how to play? The tutorial covers a lot of the basic movement and actions.
SilhouettiShine wrote:but Wolves are my final opponent (in Legacy)!
I mean, lowering their health increases their stats so much that even in low health is really dangerous to fight against!
Do you mean the thrill seeker trait that foxes have?
GramzonTheDragon wrote:The race traits aren't very big on balance. Though if slimes are op it might have something to do with an insanely high base stomach of 20. allowing even low levels to get 2 people stomached is really strong. as it lets more enemy fighters get taken out of the fight if not killed outright more easily. and requires less investment to keep a high capacity. But last time i bothered to run tests slimes were weak due to getting gulped really easily, so maybe a balance change happened between then and now. I don't play with them pretty much ever as i really hate the concept of liquid creatures.
They will improve with time. The Lamia have even more base stomach capacity at 25. Slimes trade off for being able to eat more is that they are also vulnerable to being eaten, and take up comparatively little space, but their damage resistance will be reduced in the next patch, and that's a large part of their current power. It's also tricky because their abilities are such that in a low level battle, they are quite strong, but they get weaker in comparison at higher levels.
CoinToast wrote:Personally, I find the slimes and the foxes to be the 2 most powerful races in the meta now.
The foxes are simply hard to hit (I suspect the shown hit chance doesn't reflect that), and that only increases with damage. The ration of superiority over baseline is such that you need a level 2-3 army to consistently defeat a level 1 fox army.
The slimes have effectively twice the hp as other races. This makes them hard to defeat if your race isn't particularly good at eating others (why yes I tried a game as bunnies and appeared next to both, funny that...).
In comparison wolves aren't that bad.
Also I have been thinking in more suggestions for our dear overworked OP. Could you make the advanced weapons more costly? Like, costlier than 2 fully armed but not armored units? As it is using them first is a no-brainer, thus making the regular weapons part of the defeat spiral if it comes to that.
Another 2 ideas I've had are teachers and smiths. Having a town with a smith would make weapons cheaper, while a teacher could be any unit picked for the task. A teacher having traits would increase the odds of troops from that town acquiring those traits, the higher the level of the teacher the better. And a teacher could even help inproving the xp gains in training.
I did build a tool to help with balance, so we'll see how that goes. The chance you see to hit is the chance to hit, they are both taken from the same formula. Well, if you have randomized starting positions turned off, the bunnies will always be near to both the foxes and the slimes because it goes around in race order
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Yeah, I'm trying to decide the best way to deal with the equipment. There have been suggestions to make them on par with each other but different, like the light weapons have better accuracy, but the heavy weapons have better damage. There's also the option of having the advanced weapons require some sort of tech requirement like a blacksmith, or maybe you can only manufacture a few per turn. The teacher could be an interesting system.