VorishFoxie wrote:I just wanna say: I had no idea this game was a thing until last night, and I absolutely LOVE it! I had so much fun and I can’t wait to play more! My favorite race so far is easily the Imps. I made one Imp I’ve grown quite attached to, might even draw some fanart sometime or make em into an oc! Keep up the excellent work, I can’t wait to see this game grow and get better and better!
Thank you! I'm glad you're enjoying it.
1234567810 wrote:Gosh, this game is really good...! Saw it during the early alpha but had no idea you evolved it this much, it's amazing now! Really hope to support this project somehow, excited for this game's future! <3
Thank you!
Jaybeezy wrote:So in the interest of game balance I wanted to bring something up. Every time I have the Imps as an AI faction in strategic, they ALWAYS do a good bit better than any other faction with the same AI level and similar capabilites, and are frequently the last ones standing aside from my own faction. Mind you, I have even seen a Basic AI (Legacy tactical) Imps with no vore capability with 2 villages and 8 mines obliterate a Basic AI (Legacy tactical) Lizards with no vore capability with 2 villages and 8 mines while simultaneously besting a Basic AI (Legacy Tactical) Wolves WITH vore capability with 2 villages and 8 mines. I have yet to see the Imps ever defeated by another faction without that faction having better AI and/or larger armies.
I'm pretty sure this has to do with "Astral Call." I think that the trait is all fine and good and I think it's a neat idea but I think it gives too much of an advantage for the Imps in AI vs AI battles. I don't think it should have a lower summon rate, but I do think units summoned with it should be a.)unable to do anything the turn they are summoned, b.) never equipped with good spells or advanced weapons, and c.) lower-level (for instance 1 level for every 25 levels of the summoning unit. This way they could still be of use but less of a game changer. What do you think?
Okay, I'll do a balance pass for this next patch as well, and check out how they are preforming at various levels. My guess would be that they are most out of whack at level 1, because summoned imps would also be level one. To clarify the mechanics, right now the quantity is as Turbotowns described (originally they were rolled per imp, but that was too streaky and was replaced by the current controlled randomness. They are summoned at 60% of the average level of all the units with astral call minus 2 (I.e. if the average is level 12, then they will be summoned at level 12 * .6 = 7, - 2 = 5.) They should spawn with only basic weapons, and no other items.
Turbotowns wrote:each imp adds 20% with 5, we get a guarantee summon, 30x5 equals 6, then with the last 2 we have a 40% chance for a 7th
Turbotowns wrote:I have a pretty good converting site.
But how do I add/replace the sfx?
Right now you'd have to be running the unity project to do that, but it would simply be adding/removing files to the directories that sounds are in, i.e. Assets/Resources/audio/vore/absorbs/oral/
Turbotowns wrote:All of of a sudden I noticed that my "allied" monsters weren't occupying my towns anymore! (Was it because I changed it eat all and move on?)
Yeah, there's a bug that I fixed for the next version where they wouldn't move in allied villages, they wouldn't devour, but they would think that they were still supposed to guard/stay in the town.
Turbotowns wrote:Also, any chance for an ETA?
I'm going to just declare Wednesday as very likely a patch day, and likely release that day regardless of what features are complete (though not if they are in an unstable or very buggy state) That should also give me incentive to not be lazy.
RichardDix wrote:Easiest solution to the imp complaint would probably be to add a way for players to set the spawn chance, if enough people want it.
I'd want to avoid that kind of per race options micromanagement if I can, I'll see what I can do balance wise.