Even when the knight is months away from finding it...
It would be nicer if instead of that you have a system where when the knight is 90% close to finding your lair, you get a prompt to move somewhere else if you don't want to fight the knight, and gaining you shame.
'Months away' doesn't matter, it's still cowardly even if it's prudent.
A 'prompt' isn't an attractive idea, since it'd take a nontrivial amount of UI work to accomplish what's basically handholding, as the functionality to find out how close the knight is and to move lairs already exists, and it's the dragon's job to make sure nothing bad happens while he sleeps.
This won't resolve anything about moving lairs earlier, either, so it'd just be extra work for little gain.
As it stands, as long as there's a knight spawned in the world, you'll get shame for moving lairs.
...if the knight is zero threat to the player.
You're right that moving lairs while a weak knight is after you shouldn't matter. You can suggest a better condition. My WIP stand-in is that shame is accrued only if the potential intruder's level is higher than the dragon's, or the knight's party outpowers your current active party (via the party's cumulative 'power' stat), or both.
you also didn't give the player a way to avoid "being a witch's plaything".
I intended to. The whole pride system is largely untested as of now, especially since I haven't seen much player feedback about it.
from which quest or event do I get the milking and breeding pits?
Milking Farms: Desolation (after Fortified Lair and Scourge of the Plains).
Breeding Pits: Tribes! (the Lizardman village quest).
Not a detailed one. There is the new guide linked in the OP,
Ignorable Idiot's old guide attached to the OP, and a number of tips scattered throughout this thread. If someone went and gathered up all my 'tips' posts, you'd probably get a pretty sizable guide, even of some if them might are outdated now.
Also, is there a list with all the console codes?
Not as such, but this question has been asked
before.
For evolutions, 'dragon.evo_complete('name_of_evolution')' provides you with an instant evolution. Internal evolution names can be found in 'evolution.yaml'.
Otherwise, 'dragon.exp += big_number' and 'dragon.satiety = dragon.max_satiety' will give you some ability to boost yourself semi-legitimately. Playing on easy gives you an evolution discount. Something like the following should give you the ability to multiply evolution costs with a custom modifier:
Code:
evo_cost_multiplier = 0.5
for key in evolution:
evolution[key]['cost'] = int(round((evo_cost_multiplier*evolution[key]['cost'])//5*5))
Note that you'll be multiplying the
current cost, not the 'base' cost. So doing the above twice means you'll go down to 1/4 cost.