if the knights get much slower stronger...
In theory, the knights have about 10-20 'events' before they find your lair, less if your reputation is high and they already start with partial boost. But this is very much random, could be 5 or 50 as well.
Some of the 'events' are duds and count for little (if you sleep for a short time, or they roll for a party increase but the party is already full, etc). Knights have 20 equipment upgrades, 5 ability upgrades and 4 extra party members to fit into those events (although they can start with several of them as well). IDK, sleeping for a dozen times, so at least half a year if not a full year looks like enough time for a troublemaker to track you down.
If you want to, you can slow the knights down for your own copy. Find all the lines saying '$knight.intel(random.randint(1,10))' in 'knight.rpy' and either change the 10 to something lower (which still leaves you at the mercy of the RNG), or just replace the 'random.randint(1,10)' part with something like 3 or 4, perhaps (the average is 5.5 for the randoms). There's also the 'seek lair' event with 'random.randint(5,20)', so change that as well.
The thief code has similar lines.
But the 'proper' way is to have the knight robbed regularly, so he can't come at you with maxed equipment. I also have plans for an 'invite' feature, so you can fight the pest when (s)he's still weak.
I kill "Champions" every view weeks at the Traderoad. These "Champions" have 60-90 HP and dmg i can handle. But "knights" have 250 HP and 25-39 dmg??? I wounder how the Champion became a champion if a normal knight is that kind of Monster
There are actually two kinds of wandering knights, the 'champions' and the 'young knights'. The tourney winners are always the first, but if you run into a knight on the road, there's a chance of getting either, depending on your infamy.
The ones who go after your lair are exactly the same two (and I think what you're facing right now is the weaker 'young knight' version), but they get equipped with all sorts of fancy gear, companions and so on, just like any proper adventurer. They're no longer the common roaming type, they're
special (basically PCs of their own). Otherwise they wouldn't be able to hunt the dragon. Without becoming dragon chow, that is.
You're also possibly lacking a homunculus, who is a great tank with her 200 HP and considerable resistances.
Better many Traps of the same type then one of multiple typs?
Against thieves, yes. Against knights, maybe not, because knights usually have companions with different vulnerabilities. And tentacle traps are the worst of the advanced traps damage-wise.
I also noticed that this mod dont max stamina after sleeping but round off!
does it has to be this way?
I'm aware. It's been fixed in the WIP version, but that's kinda stuck ATM. Technically, you do max your stamina, but there's a fractional stamina
penalty that does not get zeroed out by sleeping.
And yesterday I - not my dragon - went into frenzy...
omg this game really likes it to annoy it´s players
Indeed.
but with 3 magic i can e.g. not build an altar etc.
You can. The Sparks of Creation allow you to supercharge yourself up to twice your mana maximum (and at least five, exactly to allow you to build altars). The Witch should have given you some as a quest reward, and once you have an altar, you can 'manufacture' your own.
Why are there not much more possibilitys to get magic and resistances in the evolution => "Special" Tab
Because you can already get over 100 mana on a maxed dragon with the right evolution choices. And because I want the dragon to have
situational vulnerabilities and resistances, so you need to mutate the dragon for the harder fights.
I am a lage dragon now and and never see an option to get a special magic ability...
You already have all the 'magic abilities' like fire breath, shield, heal skill. The battle system and UI can't really support more without an extensive rework.
I'm actually worried about reports that endgame dragons are having it too easy with the evolutions as it is, and thus have no great desire to add more, since that would mean rebalancing a bunch of things on the technical level and will make the mod even easier. You can add your own evolutions if you wish, like
Ignorable Idiot did. But don't expect the game to be any kind of a challenge afterwards.
but dozends of attack buffs like tails, horns etc.
Eh, there are
two tail-related evolutions and
two mutually exclusive horns, and both the stinger and the horns add special torture options.
There could and should be much more in the Special Tab.
There could. I'm not convinced there should.
Basically, I think the current system covers most parts of a dragon's anatomy you might want to improve, and most stat combinations as well. There aren't any '+20% ice resistance' scales or '+10% acid damage' poison sacs, but the whole system is meant to be somewhat dynamic, i.e. you change your anatomy via mutations to deal with resistances and elemental damage, change wings and paws to switch between battle and utility (including the magic-increasing paws).
I don't think adding a million minor body parts would make the mod better in any way, and neither do I think that duplicating the effects via magic is a good thing, because the mod is largely about resource management, and juggling your dragon's build is part of that.
You cant play a dragon without at least 2 magic heads and 2 red or white heads for good (fire / ice) palaces.
Well, yeah, if you're living in a volcano, you're at least partially a red dragon.
Magic heads can be somewhat compensated for by using magic-enhancing paws, but - again - it's all about making meaningful choices instead of just stacking the dragon's statline with every enhancement under the sun.
What makes you think a medium+ dragon without any magic is not viable? Sparks exist, and your size gives you some baseline mana.