DisguisedQQ wrote:Actually i couldn't imagine that autoleveling working this way, you really should put this explanation to help page.
About towns, i know it's not intended but they looked way better for non-creature races.
About books, i used lighting book mages for backline in garrisons but after some leveling they maxing out strength or dexterity while ignoring
mind, making them less and less useful with leveling. They need either default leveling scheme or possibility to manually apply autoleveling scheme
to multiple units. And mana is an issue only at low-level.
As for monsters, it's currently just free monster town for anyone since after battle there's left just few monsters that can't really resist anyone.
Unhidden spell duration on stat screen, like "spell(4)" would be good.
Also, when reapplying buff before it expires, duration doesn't get updated until next turn.
Voracious AI works poorly with mending spell, unit always choose vore over mending.
Units sometimes colliding, standing on the same tile, especially frequently for flying units.
Map generator always places races in same order, ending up with races spawn in kind of same packs, like humans always near imps and crypters, frequently scyllas, harpies and lamias pretty near as well, while pack of cats, dogs, wolves, foxes and bunnies pack always bein on different corner of map... It could be better with random races mix instead of kinda preset packs.
A new menu along customisation and shop, with possibility to modify unit's AI in combat. For example to make buffers by forbidding them to buff themselves, ranged or melee units and forbid them to go melee when don't have a weapon. Or to forbid unit to vore or kill enemy... It would give a plenty of flexibility without requiring manual control for every action for non-standart unit build.
Tactical markers for AI for priority on choosen targets in combat.
Units with any kind of buffing books along with combat books frequently trying to do fisting instead of doing anything useful... Also combat books
users never trying to keep distance like archers and seems to be unable to shoot after moving like archers as well.
Ever though of uniform for units, setting clothes and colors for races/genders as default for your kingdom?
For spell duration on stat screen, I'm assuming you mean showing the duration it would have if the unit holding it casts it?
I guess there's still a few stacking bugs around, I keep thinking I've gotten rid of all of them and they sneak back in.
In the Create strategic screen you need to uncheck 'Spawn Teams together / Fixed spawns', and then races starting slots will be randomized.
At some point I may add an AI customization thing like that, but it won't be right away. It didn't really occur to me that people would want a hybrid between giving control and having control.
SparkyTheWolf wrote:Once again, absolutely loving these updates!
This game is really coming along well, and I enjoy it so much.
Thank you for all the hard work so far.
Glad you're enjoying it, and thank you.
GramzonTheDragon wrote:Also of note, while many of the flirt messages are amusing, the sex related ones like
"so and so reminds other person that they can fit more than a lot of prey in them"
"pred thrusts their hips at person"
and so on, should probably be under their own checkbox, or tied in with the lewd masturbation messages.
I did a pass to lock some of them behind the lewd tag, but I'll take another look.