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  #221  
Old 08-23-2019, 04:20 AM
Notorious Notorious is offline
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Quote:
Originally Posted by Shadow View Post
That one is one purpose. It's a random clan with random traits so unlike the other clans you don't know exactly what to expect.
Okay... it looks really weird and like a graphics error rather than on purpose. Why not have a separate icon for "random clan"?
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  #222  
Old 08-23-2019, 10:48 AM
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Shadow Shadow is offline
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Quote:
Originally Posted by Notorious View Post
Okay... it looks really weird and like a graphics error rather than on purpose. Why not have a separate icon for "random clan"?
I just thought it was an interesting way to show that they could be good or evil (half a good clan icon or half an evil clan icon). Technically they can be anywhere in between also.
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  #223  
Old 08-23-2019, 07:36 PM
jeeplaw jeeplaw is offline
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Did you do away with "turn off zombies" as a feature before loading a new game? Loved the ability to do that as that's something I don't want to deal with in any of the games (zombasite included lol).
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  #224  
Old 08-24-2019, 12:24 AM
Roswitha Roswitha is offline
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Default Quest areas

Just got and played the demo. A lot of familiar things and some different things. I had a major lag problem that spoiled things a bit (which may say more about my system than it does about the game). I did turn the graphics to the fastest setting, but it didn't seem to help much, and the fps wasn't very high.

Feature request. For the quest givers, can you please include the area on the quest line? I have about 12 uprisings that all look the same, and it's hard to know which ones to choose. It would also be handy to have the option to sort the quests by area, to make it easier to choose. For a stretch goal, what about an option to sort the quests by the direction of the area (N, NE, E, SE, etc.)? I'm still having trouble keeping track of areas, despite the map.

I'm glad I finally got to play.
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  #225  
Old 09-02-2019, 09:40 AM
Bluddy Bluddy is offline
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I've been playing with a Berserk skill-based character:

- I think the Berserk skill's debuff should stack: the more you use it repeatedly, the lower your defense goes. Otherwise, I can just keep using it all the time, and it's fast too. Alternatively, it should have a cooldown.

- Every monster I hit with this skill goes flying back. Which is cool, but excessive. I think when monsters go flying back, there should be a random chance of it happening. If it happens all the time it's too predictable. Additionally, larger monsters shouldn't really fly back -- a 'CannotFlyBack 1' (or whatever term the code uses) should be put on large monsters and especially giant-ized ones.
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  #226  
Old 09-02-2019, 01:20 PM
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Quote:
Originally Posted by Bluddy View Post
- Every monster I hit with this skill goes flying back. Which is cool, but excessive. I think when monsters go flying back, there should be a random chance of it happening. If it happens all the time it's too predictable. Additionally, larger monsters shouldn't really fly back -- a 'CannotFlyBack 1' (or whatever term the code uses) should be put on large monsters and especially giant-ized ones.
Knockback is based on damage compared to their max health and does take into account their weight.
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  #227  
Old 09-03-2019, 05:06 PM
Bluddy Bluddy is offline
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From chat on discord, it seems folks mostly agree that dark orcs are too powerful. This applies mostly to Zombasite, where the player is weaker and the clan can be wiped out, but also obviously to DL, which inherits these monsters.

The biggest issue seems to be with dark orc scouts, who summon a. too many orcs b. can summon other scouts, who will summon more scouts c. are too quick to use their ambush ability.

a. It looks like they're currently tuned to summon 4-5 orcs. This could be changed to be anywhere from 1 to 5 to be more reasonable.
b. Is fine once you allow the greater range or numbers.
c. Logically, you should be able to take out the scouts before they summon an ambush. I don't know if you want to do this with morale or with a different health-based command, but scouts should only summon once they think they're in danger of dying, or once they try to escape.
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  #228  
Old 09-04-2019, 09:56 AM
Bluddy Bluddy is offline
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- It would make sense that chests that are burned would also have a chance of destroying the items inside, just like if you break them. Not sure how that works right now.
- The option 'reset fog' is useless and should be removed IMO. It's just going to screw over a curious new player.
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  #229  
Old 09-04-2019, 06:02 PM
Caal Caal is offline
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Quote:
Originally Posted by Bluddy View Post
- The option 'reset fog' is useless and should be removed IMO. It's just going to screw over a curious new player.
Strongly disagree. I use it a lot. It's good for when new quests are introduced into a fully explored area. If the FoW is not reset you can't really tell what areas you have already explored when searching for the new quest.
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  #230  
Old 09-04-2019, 06:20 PM
Bluddy Bluddy is offline
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Quote:
Originally Posted by Caal View Post
Strongly disagree. I use it a lot. It's good for when new quests are introduced into a fully explored area. If the FoW is not reset you can't really tell what areas you have already explored when searching for the new quest.
Yeah this was brought up on steam as well. I guess if people are using it then it's fine. There is a mechanism now to pay for a rumored location, but it's interesting that it's a functionality that's used by some people and yet I've never done so myself.
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