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  #151  
Old 04-15-2019, 11:11 PM
Bluddy Bluddy is offline
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One way to design the UI for the warmaster etc would be to have 3 lines in the home clan relation screen ([ is a button ]):

Code:
Warmaster Quests  [Get] [Solve]
Apothecary Quests [Get] [Solve]
Steward Quests    [Get] [Solve]
Then, if the warmaster dies, you disable both his [Get] and [Solve] buttons, etc. This should make it easier to code.
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  #152  
Old 04-16-2019, 12:45 PM
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Quote:
Originally Posted by rainbow View Post
One a couple of occasions, wands that I was using against enemies just disappeared? Is this supposed to happen? It may have happened because the wands broke or something. Would it be possible for the wands to say their broken and are no longer usable? That way, a fancy wand that I was using can be repaired.
I'm guessing that it had a limited use spell on it or something.
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  #153  
Old 04-16-2019, 05:46 PM
Bluddy Bluddy is offline
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I'm trying to wrap my head around the mutation system.

Right now I have 16 mutation points and I'm only level 9. Does that mean I can basically add almost every skill tree in the game already? If so, are mutation points being given out way too liberally?

(BTW the tutorial about minor mutations is clear, but major mutations really isn't. It needs less exact info and more intuition about what they do.)
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  #154  
Old 04-16-2019, 11:06 PM
Bluddy Bluddy is offline
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* The gods' blessings seem far too strong. They last for the entire duration of the world, which is too long -- 10 or 20 minutes would be enough. Additionally, Thaden's blessing generates lightning bolts when hit, which is just too powerful. I just stand still and all the enemies die attacking me.
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  #155  
Old 04-17-2019, 11:56 PM
Bluddy Bluddy is offline
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* I'm but finding a lot health potions in the game. I mean a *lot* of health potions. I think the problem is that they generate in clumps ie. I'm not finding 1 each time, but 3 or more. I end up having way more health potions than I can possibly go through (in the 60s!!).

* Also, is the cooldown for health potions supposed to be this short? It allows using several health potions at once. Not saying it's wrong -- I just want to make sure that this is as intended.
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Last edited by Bluddy : 04-18-2019 at 12:29 PM.
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  #156  
Old 04-18-2019, 12:07 PM
Dilert Dilert is offline
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Quote:
Originally Posted by Bluddy View Post
I just want to make sure that this is as intended.
It probably is. I've noticed the same thing.
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  #157  
Old 04-18-2019, 12:31 PM
Bluddy Bluddy is offline
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* I posted screenshots on Discord of a bridge over water spawning next to a seemingly burnt-out house square. The blending between the blocks has gone haywire, as there's a line of green texture whose depth is completely off. Let me know if you want the save as well.
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  #158  
Old 04-18-2019, 01:52 PM
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Quote:
Originally Posted by Bluddy View Post
* Also, is the cooldown for health potions supposed to be this short? It allows using several health potions at once. Not saying it's wrong -- I just want to make sure that this is as intended.
This is on purpose.
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  #159  
Old 04-22-2019, 08:18 PM
Bluddy Bluddy is offline
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* I'm in a machine world -- destroy a bunch of machines. Even though I've set it to fast pace, new quests are very slow to arrive. I assume that's because there aren't many quest chains that start with machines being built. Not sure what to do about that -- maybe it's as intended, but it reduces the fun of the quest system.
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  #160  
Old 04-25-2019, 10:48 AM
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* The vulnerability to elements mutations could be made to have a chance of spawning when you die and have that element on you. e.g. Die while poisoned = vulnerable to poison. Die while on fire = vulnerable to fire. etc.
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