- Sep 5, 2018
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Two, in fact. Though only one is suited for demosnpawn. Go and spend some cash at Smugglers' Isle. I'm actually amazed that you managed to get a fire hatchery before the others.
If it involves a certain HHS project then yes, I do hold a modest place designing most of the events. Coding-wise I am far more limited, but I can find my way around most scripting languages.Malorn: You wouldn't happen to be a dev for a project with 2D 'maidens' as well, would you?
if random.randint(1,100) == 1:
renpy.say("","Sometimes even the perfect thief has a tiny bit of bad luck. [thief.name] happens to step on the dragons tail as it lies buried in treasure.")
renpy.play(get_random_file("sound/scream/"))
renpy.say(th,"Oops...")
woke_up_dragon = True
failed_defences = True
What do you want to know about Darkwood? It's a weird extra location loosely based on the Kingdom of Death: Monster boardgame, AFAIK. It's there for you to have weird encounters and invade the lairs of other strange creatures.what it is about Darkwood and how many Latern Cycles there are , i am now at 11 , is this a bug ? And where do you find Alchemey ?
Well, the one you're in is a bit different from mine. I'm not even trying to look like a serious dev....since I know how it is with a long dev period.
IDK. Endgame combat is way too easy, and the last review was very aggressive about there being <1% 'meaningful encounters'. Which was one of the catalysts for the sky hunting overhaul.Combat is generally in a good place, and the random events are solid.
Maybe. Knights and thieves are supposed to be a major PITA....balance is a very real concern with quests, knights, and thieves especially.
Well, you're supposed to rush up the quest tree if you feel the need to. Most quests that block a fundamental mechanic are relatively easy to complete. Maybe Scourge and Desolation are a little high on the quest tree, but milk farms and workshops aren't really necessary to progress. The Witch will be selling some milk, too.A lot of quests seem to unlock a bit... too late? Maybe I progress too fast in certain areas, but I often find myself being given access to something or being told to do something long after I was already trying to do it.
Mom does tell you how, doesn't she? It's just that it currently requires insane amounts of grinding to do what she says.In other cases I cannot figure out how to fulfill a requirement, such as the cold or fire quests.
Can you give more examples of quests that needlessly block you from something? I mean, doing quests is heavily incentivised for smaller dragons via XP awards. You should want to get them done ASAP if you're able to.Equally the way certain quests unlock access to various things can cause some nasty problems...
I've overhauled knight and thief progression. They now do their own thing regardless of whether the big D is sleeping or not, can be 'invited' and knights have a much bigger power range (see the screenshots). Whether it addresses your issues remains to be seen.Knights and thieves have a bad habit of 'powering up'...
What do you mean? If you get rid of a knight (either by killing, capturing or running away), you get a brand new, unupgraded knight. Well, exactly how unupgraded depends on your infamy, but currently they don't have a death squad anymore and will not be anywhere near maxed on equipment. Will change somewhat for high-infamy dragons, who will be attracting tougher challengers....'kill' knights do not retire...
You will hate the new knights. And you don't really need an endgame dragon. The toughest a current knight can be:...incredibly powerful death machine...
...need an endgame dragon and party to kill them.
Stealing is not a solution, it's a delaying tactic. I'm not sure about the current release, but when I last played, a smallish dragon could keep a knight nearly locked on the equipment front by having the bandits constantly harass him/her.But stealing from the knights is mostly a waste of time...
Exists in the WIP version. You can pay the smugglers to spread rumours of your lair's location to both knights and thieves. Has a cooldown, but no other downsides. I'm not sure what these would be, although I'd like to attach some cost to that. Ideas welcome....some methods to 'provoke' knights...
That's not the (full) problem. The problem is that both can just sit still on 99/100 progress and not roll the 'found lair' event, even if it becomes more likely. I've introduced a hierarchy of events (robbed or killed, lair rumours, progress from 99 knowledge, all others) to resolve the issue.But the easy fix is just increasing the 'searching' outcome, so that both thieves and knights find the lair earlier.
When it comes to actually bypassing defences, you're right. I'll have her roll between 1.5 and 2.5 her level for that.Thieves are very deterministic, even down to their rolls.
Um, it provides 2*(10+2 per additional head). That means 60 for 11 gold heads. Even a Prince of Thieves is going to fail that over 50% of the time, and you get another roll every time she touches something.If they have sleeping powder or deft hands, then all you have to defend with is the gold head, which provides 10 base power, plus 2 more per additional gold head.
Well, it's supposed to be. If she's excessively specialised in taking your shinies, you also need to be equally specialised to counter that particular trick. But you don't need to, since there are other ways of catching or getting rid of a thief.That means a max level thief ... countering such a thief is prohibitively troublesome.
I'll make that into once, didn't really intend this....with sleeping powder and deft hands, they would have to fail twice
My idea was that when the thief is actually in your inner sanctum, she's largely won. You're doing last-ditch damage control here. For deft hands and sleeping powder, the dragon is supposed to be so dormant that his fear aura and scary appearance don't affect the thief who 'knows' he's harmless for the moment.I strongly suggest using min(unseen_mod+(dragon.level+dragon.fear//2)//2,60) ...
That means that fear and level still play a solid roll...
Per item, which is nearly guaranteed failure over the whole encounter....the thief still has a 50% chance by default.
That's a better idea I'll code in a random chance of 1/thief.level to step on the dragon's tail if he has at least 10k worth of treasure (not 10k gold, 10k 'nominal price' of everything, including eggs, raw materials, cash, etc). I'll also give her a 1% chance per 6 levels to succeed no matter the odds, 1% minimum. Thieves are annoyingly lucky.Another approach is to have at least some chance of failure built into the system.
I like criticism. Praise doesn't improve things (much). Even if I write long posts detailing why I think the criticism is wrong. I do this so players can see my reasoning and find any weaknesses, not to put them down.Obviously I really admire the work you have done expanding the game and improving it, so I don't want the only takeaway being criticism.
I'm kinda conflicted to hear this, because I've gone to great lengths to provide more food sources (another wildling village, eating more than a few animals from a herd, raiding villages specifically for food; whales are waiting to become a thing).Obviously I really admire ... food balance.
There are weak points, but they are noticeable because of the many strong points the modded game has going for it.
If it involves a certain HHS project then yes
The part of problem he is refering to is that you need to abandon your progress to finish some quests.Well, you're supposed to rush up the quest tree if you feel the need to.
What progress? The worst thing is raising infamy, which can put you permanently at >5 infamy. But I don't think you're really able to keep infamy down below that when you're solidly into mid-game.The part of problem he is refering to is that you need to abandon your progress to finish some quests.
...shooting you own leg.
Not really. There is no rush, they don't gate anything important beyond endgame, and you want the ice/fire maidens. And the big issue is not that they're gating something, it's again that giant lairs are so bloody rare.Fire/Ice hatchery is the worst offender indeed...
Dragons don't do research. This is a trope dragon in a medieval fantasy kingdom chock full of cliches. Nobody does anything remotely like research there.I don't think ability to built hatcheries even need to be tied to the lairs or quest... "research" ... resources ...
I don't think 'sucking stats' is the problem here, the stat caps are. I've seriously nerfed all minions since, putting the stat cap at 125% instead of 200% and making them start as weakened hatchlings. Minionettes are capped at 100% instead of 200%, and homunculi are nerfed even further.Also, I don't believe that any balancing of the fights outside of Thief and, maybe, Knight is actually possible while there is exist an ability to suck stats.
It might not be a terrible pain to do. But I don't think it'd be any better. In fact, I think it's just about the worst suggestion I've seen here. I don't think you really gave this much thought.I think an ability of limited reinforcments/minions retreat will serve better. Even if it's seems to be a pain to implement.
Why? It's not as if clicking these does anything bad... Customizing the Ren'Py menu is a major PITA. I'll take a quick look, but no promises.And please, please, make different background color for the "false options" that serve as "headers" like "HUNT".
Suggest a better colour.Speaking of UI, dark blue mana number on black background on battle screen is hard to see.
How does it hurt you to know the max, though? Maybe someone else wants to do some kind of multi-battle mana economising, and doesn't want to open the full info screen all the time.And there is no point to have 4/8 here if /8 serves no purpose...
There is already bunch of events where enemy attack in waves.Also, fluff-wise, if the dragon shows up with a small army, or goes adventuring with one, his enemies would be able to detect him more easily and will dogpile him. They are the ones with a resource advantage here. Armies are for the Final Battle.
It will also give you ability to safeguard linited minions. I mean, like right now when you are meating an enemy with an ability to counter, and they are boss level treats, you have only two way of saving your limited edition ultra rare minion from being killed, either kill that enemy very very fast, that isn't always an option, or use 5 mana spell to heal the most important minions which is viable option even more rarely. This is also will get rid of the need to go to the lair to change your party into squad menu before and after every serious fight.The mod is all about limited resources and management thereof. This would just be an invitation to an arms race, because now the dragon's party has a more variable and higher power limit
You know, when your dragon is bigger than house, having a bit more snakes at his side will not make much difference to his detection. You can easily enough tie minion limit with the dragon size, if you will go for this option.Also, fluff-wise, if the dragon shows up with a small army, or goes adventuring with one, his enemies would be able to detect him more easily and will dogpile him.
Because it's an constant annoyance that doesn't allow to judge screens at glance.Why? It's not as if clicking these does anything bad
Then take a look hereCustomizing the Ren'Py menu is a major PITA. I'll take a quick look, but no promises.
These are relatively small waves, because you still catch them by various degrees of surprise.There is already bunch of events where enemy attack in waves.
The healing spell is supposed to be for that. If it doesn't work, then it's the spell that needs adjusting, not a core game concept. Why is the spell not viable?It will also give you ability to safeguard linited minions.
...use 5 mana spell to heal the most important minions which is viable option even more rarely.
The only irrecoverable 'ultra rare' minions are the unique maidens, and you really shouldn't be going near any kind of big bad boss critter with those....boss level treats, you have only two way of saving your limited edition ultra rare minion from being killed...
Preparing for serious fights is bad now how? The ability to set up several squads and name them is exactly for this purpose, changing your party composition on the fly.This is also will get rid of the need to go to the lair to change your party into squad menu before and after every serious fight.
It's a gameplay contrivance. Maybe these are gossiping snakes who make a lot of (hissing) noise, and your dragon is very good at pretending to be a house.You know, when your dragon is bigger than house, having a bit more snakes at his side will not make much difference to his detection. You can easily enough tie minion limit with the dragon size ... party cost ...
Theoretically you could. In a highly unbalanced mod-mod, fork or whatever. Not in the mod as I'm trying to make it.Fluff-wise you can have Goblin Flying Cavalry ... will completely break the balance even further so I really will not accept this as an argument in this situation.
Uh, I added these extra fake choices exactly to allow judging at a glance. How does it prevent you from doing so? And what would you suggest as an alternative?Because it's an constant annoyance that doesn't allow to judge screens at glance.
How will changing the whole UI or parts of it on the fly help me? The menu buttons are still all following the same style.Then take a look here
Yeah, it's enough.Right now, made the fake choices have a slightly darker background and not light up on mouseover:
Eh, try Deep Sky BlueAnd if you still dislike the battle mana colour, propose another.
No dwarven women for you. If your list is right, it's an ice maiden who's missing.i cant seem to get all the required virgins but i cant figure out who is missing.
...
who am i missing? dwarfs?
Made the text a triflle whiter, too. Bold looked bad, and size changes weren't particularly better, either.Yeah, it's enough.
Eh, try Deep Sky Blue
Have the same Problem , have you already in your List Ice Maiden ?i cant seem to get all the required virgins but i cant figure out who is missing.
i have the 4 human variants, alvar and dark alvar, beast girl, oni and fireling, homunculus, angel and demon (even fairy), huntress and mermaid.
who am i missing? dwarfs?
yes, and sky.no
i havnt even come across an ice maiden.
are they found in the mountains?
I would agree there, one can 'grow out' of certain events to the point where they are a waste of time (looking at you bunny). On the other hand, it's a nice reminder of your origins, and 5 food is hardly useless. I like that some events allow a 'shortcut' option after you reach certain sizes/power, to represent how easy some things have become.IDK. Endgame combat is way too easy, and the last review was very aggressive about there being <1% 'meaningful encounters'. Which was one of the catalysts for the sky hunting overhaul.
Zero disagreement there, I just want them to be an interesting PITA. I don't generally like event chains that I know the outcome of before I start them, and with theives currently... I generally know what is going to happen before they show up, it's just how much money I will lose or which trap will slay them at that point. Uncertainly in outcome, even to small degrees, is what makes games engaging, at least from my perspective.Maybe. Knights and thieves are supposed to be a major PITA.
I think the largest problem was that I had no idea which quests gated what content, or which gated which other quests which then provided content. I assumed, in error, that the way to get better hatcheries was to follow the 'hatchery' line of quests, which was fire or ice hatcheries. Then I thought perhaps it was related to the 1000 spawn quest, since that involved a lot of breeding, and thus might logically provide better ways to breed. It was only after digging through the quest files in notepad++ that I realized I had been stupid, and just needed to trash the elves.Well, you're supposed to rush up the quest tree if you feel the need to. Most quests that block a fundamental mechanic are relatively easy to complete. Maybe Scourge and Desolation are a little high on the quest tree, but milk farms and workshops aren't really necessary to progress. The Witch will be selling some milk, too.
Mom does tell you how, doesn't she? It's just that it currently requires insane amounts of grinding to do what she says.
Fortunately, both of these quests don't gate anything important and are just there to make you go looking.
Can you give more examples of quests that needlessly block you from something? I mean, doing quests is heavily incentivised for smaller dragons via XP awards. You should want to get them done ASAP if you're able to.
It sounds like it's aimed at a lot of the same problems I had.I've overhauled knight and thief progression. They now do their own thing regardless of whether the big D is sleeping or not, can be 'invited' and knights have a much bigger power range (see the screenshots). Whether it addresses your issues remains to be seen.
Sorry, I used the code for it. Knightd which have a 'kill' goal as opposed to 'free' goal do not ever retire, as far as I see. This means that it can be a horrid cycle of misery if you fail to take one out early, such as being caught when you were low on hp, so you had to flee. That is fine and quite reasonable, good gameplay. But then the knight wanders around for the next year powering up without letting you have another chance to fight him. Then say you get VERY unluckly and he catches you with low hp again, so you flee again. Then he spends another year leveling up while he looks for your lair, and by that point he is too powerful to have any chance of fighting... or so I thought. More on that in a moment.What do you mean? If you get rid of a knight (either by killing, capturing or running away), you get a brand new, unupgraded knight. Well, exactly how unupgraded depends on your infamy, but currently they don't have a death squad anymore and will not be anywhere near maxed on equipment. Will change somewhat for high-infamy dragons, who will be attracting tougher challengers.
See... this screenshot tells me something that upsets me to an endless degree. It tells me that I can be a careful dragon who let's his minions die first against knights and other powerhouses. This upsets me because I have no idea how to do that. I thought the dragon was locked to the center position in combat? That is a huge balance shift. Is that part of the new WIP build you're working on? Or is this some ability I just never knew I had.You will hate the new knights. And you don't really need an endgame dragon. The toughest a current knight can be:
View attachment 1432790
Died all the same vs a huge, nonoptimised red dragon. The guy on the right was the MVP, and you only need an elfgirl (Hakim if nothing else), fire hatchery+ and 15 virility (impressive size + Strong Seed minimum).
I also tried four of the same maxed drakes, and still won (but lost three of them).
I think you have more money than I do. My knights often cost 90 a pop to harass, and you can't harass more then once per sleep, and then there is gathering the money (certainly doable, 14 actions can get a lot done, but the RNG can be cruel with giving out caravans to loot.). But yes, it shouldn't be a solution, it just seemed... well, not very useful overall as an option. But again, this might be effected by knights being impossible for me to kill due to the above combat center thing.Stealing is not a solution, it's a delaying tactic. I'm not sure about the current release, but when I last played, a smallish dragon could keep a knight nearly locked on the equipment front by having the bandits constantly harass him/her.
See, it's notable that I have never captured a knight or thief, that's how bad it got in my games, I didn't know you got maidens from them. I finally got to the point where I hid my lair so well they never found it, and that finally stopped all the misery. Which also was a balance oddity, or maybe my game broke. But they went more then 4 years without showing up, which I was happy about. But again, center combat thing may effect the milage...Exists in the WIP version. You can pay the smugglers to spread rumours of your lair's location to both knights and thieves. Has a cooldown, but no other downsides. I'm not sure what these would be, although I'd like to attach some cost to that. Ideas welcome.
Well, one drawback is that capturing these 'n00b' knights and thieves doesn't give you as good maidens. But that was always the case.
That would explain some things. I think that's a good solution.That's not the (full) problem. The problem is that both can just sit still on 99/100 progress and not roll the 'found lair' event, even if it becomes more likely. I've introduced a hierarchy of events (robbed or killed, lair rumours, progress from 99 knowledge, all others) to resolve the issue.
Could always make it a little less random on coming back later. And I like the wake up rolls as they currently stand, just not the ones for deft hands/sleeping powder, since fear/power/size play ZERO roll in that.When it comes to actually bypassing defences, you're right. I'll have her roll between 1.5 and 2.5 her level for that.
But otherwise, not really. The 'come back later' roll is excessively random and the 'wake up' rolls also have pretty high variance, 1/2 to full level.
Yeah, that was my math as well, but having 11 gold heads would be a problem in many other places in the game. Realistically 4 gold heads is already a huge investment,. It's more a scaling thing, you need X heads to do anything. It would be better if the gold heads had less influence, and other factors still got to play in.Um, it provides 2*(10+2 per additional head). That means 60 for 11 gold heads. Even a Prince of Thieves is going to fail that over 50% of the time, and you get another roll every time she touches something.
And the issue is more that lvl 40+ thieves with deft hands and sleeping powder seem to be the only thieves I ever get. Seriously not joking there. It does seem like thieves can stack abilities without a limit, so it's not really specializing at that point. Again, I don't see this as a serious problem, since you can kill thieves for a very reasonable price (actually maybe too reasonable). But I rarely saw thieves that didn't have almost every ability after a surprisingly short period of time, often before they found my lair the first time.Well, it's supposed to be. If she's excessively specialised in taking your shinies, you also need to be equally specialised to counter that particular trick. But you don't need to, since there are other ways of catching or getting rid of a thief.
I kinda agree with your logic here, I would design it the same way. I'm just not sure that is how it plays out. Again, my thieves(and knights) seem to wait a long time and gather power before attacking. That means I don't see thieves under 30th level, even as a large dragon, and they seem to have almost all the abilities by that point.My idea was that when the thief is actually in your inner sanctum, she's largely won. You're doing last-ditch damage control here. For deft hands and sleeping powder, the dragon is supposed to be so dormant that his fear aura and scary appearance don't affect the thief who 'knows' he's harmless for the moment.
Per item, which is nearly guaranteed failure over the whole encounter.
Glad you like it. 10% maximum on something that has to be rerolled many times isn't unfair.That's a better idea I'll code in a random chance of 1/thief.level to step on the dragon's tail if he has at least 10k worth of treasure (not 10k gold, 10k 'nominal price' of everything, including eggs, raw materials, cash, etc). I'll also give her a 1% chance per 6 levels to succeed no matter the odds, 1% minimum. Thieves are annoyingly lucky.
I'm excited to hear it. I guess I found the struggle for food interesting, so it felt in a good place. May I make a suggestion perhaps? With herds, it might not be a bad idea to let you choose to stay around if you aren't full to catch and eat more animals, but at the risk of patrols finding you or other interference happening. That might provide some balance in the system. If I had to say, it's early game food that is really rough, since you can't really get most of the food in the game. The deer run away from you, the rams jump away, and you can't really win fights with bulls. That means you live on rabbits, foxes, sheep, and if you're lucky and have goblins, perhaps pigs. (Or fish, but blue head required at that point, which is a cool balancing factor.)I like criticism. Praise doesn't improve things (much). Even if I write long posts detailing why I think the criticism is wrong. I do this so players can see my reasoning and find any weaknesses, not to put them down.
I'm kinda conflicted to hear this, because I've gone to great lengths to provide more food sources (another wildling village, eating more than a few animals from a herd, raiding villages specifically for food; whales are waiting to become a thing).
I remember something about game having alternative ending (tied to the de Ad questline?) where Dragon is fallen in love with some elf, saved her life and they becoming new gods of the world.Might be interesting to have an event where a maiden seeks out the dragon to provide him her virginity in exchange for revenge or somesuch.
Even 100 poverty only takes away 10 mobilization out of up to 20. And high poverty downscales a lot of encounter rewards and wastes your time with the 'poverty' encounters. Maybe there are more fine-grained issues, but I don't see anything very wrong with poverty.I do think that poverty is a bit out of wack, since keeping it around 50 means that no meaningful resistance can be mounted against you.
Then randomising defence/trap rolls and getting them to come earlier (by mandating 'lair found at 99 knowledge' and making larger dragons not 'sleep-block' their progress) should make them more interesting....it's just how much money I will lose or which trap will slay them at that point.
Yeah, hatcheries are not telegraphed. It'll be even worse now that I have two intro hatcheries unlocked by quests, but not the others.I assumed, in error, that the way to get better hatcheries was to follow the 'hatchery' line of quests, which was fire or ice hatcheries.
How so? I mean, most quests chains have some sort logic to them. Size quests. Make a good lair -> Get offspring -> Get offspring to make a village -> Get lots of/special offspring. Rampage -> Fortify the lair -> Rampage more / Catch intruders. Some jumps are kinda unintuitive, but, well, the Mistress is female. She's fickle.The issue is that quests that seem unrelated gate other quests which unlock things you need, while other quests seem related but don't actually matter.
Well, she does say "Prepare yourself by doing the tasks I give you." So you do as many as you can. The quest that unlocks altars comes much earlier now than it did originally, after just three quests.I nearly had a demon invasion crash down on my head once because I could not for the life of me figure out which quest would unlock altars.
Hmm, that was actually not intended and didn't even work like that (all knights always retired), but it's a good idea. I'll extend the mechanic so that only maiden-freeing knights who actually free some maidens retire. Dragon-slayers, blue-balled paladins and sluts (yes, you can have a 'slut vow' now; happens after you release a female knight after capturing her) will be relentless.Knightd which have a 'kill' goal as opposed to 'free' goal do not ever retire, as far as I see.
Well, you're supposed to keep a low profile until you can handle one. I'll hold onto the current mechanics for now, since knights got changed to start much weaker. If they're still OP, maybe I'll fiddle with difficulty settings.This means that it can be a horrid cycle of misery if you fail to take one out early...
...facetanking when I didn't need to.
It's been in the game since... forever. Clicking on 'hero cards' in the active party moves the dragon back one position. You can do any kind of sorting with that and carefully adding/removing minions.See... this screenshot tells me something that upsets me to an endless degree. It tells me that I can be a careful dragon who let's his minions die first against knights and other powerhouses.
...
Is that part of the new WIP build you're working on? Or is this some ability I just never knew I had.
Which is why I nerfed minions, especially Homunculi, and plan to make some tougher enemies.If I can use minions as meat shields, I think I could probably handle almost anything the game threw at me, probably a bit too easily once you get a nice durable meatshield.
I might, but the thing is, robbing them costs less when they're weak, so constant robbery is both more effective and cheaper.I think you have more money than I do. My knights often cost 90 a pop to harass, and you can't harass more then once per sleep...
Even for a big dragon, managing to steal e.g. the Dragon-Slaying Lance or Mirrored Shield so he won't have it in combat is pretty huge. A knight is not guaranteed an equipment levelup during the next sleep cycle....it just seemed... well, not very useful overall as an option.
You can hunt all the caravans that exist once your dragon is level 25+. Well, you may have to kill some patrols first. And sky hunting is excessively powerful for that ATM....the RNG can be cruel with giving out caravans to loot.
indeed....I have never captured a knight or thief... I didn't know you got maidens from them.
It's an artefact of them only getting one event per sleep cycle, long sleeps and the ability to hover at 99 knowledge for pretty much ever. Which are both changed now. I tried to make them come roughly... six months when starting from zero, I think? But the variance is still pretty huge due to all the random rolls.I finally got to the point where I hid my lair so well they never found it, and that finally stopped all the misery. Which also was a balance oddity...
Again, my thieves(and knights) seem to wait a long time and gather power before attacking.
That would defeat the purpose of this mechanic, since the goal is to "get them while they're young".As to downsides...
...extra opportunity to get loot, or more weighting of the loot towards your lair specifically?
Well, there's a random event where you do that. The one that gives the knight the 'Liberator' ability.I must admit, I was kinda hoping to actually be able to challenge the knight directly, like fly up, roar at him, and then just let him follow me back. Would have a certain hilarity to it.
Fluff-wise, same problem as before. But the real reason is that there are actually three different combat environments in the game, normal, Darkwood and, you guessed it, knights invading lairs. I'm too lazy to try to refactor the whole mess, and adding the knight as part of the Final Battle cured me of any desire to put the bugger anywhere else.It might be interesting if there was a low chance to run into knights...
I made both defense and 'come back' rolls 1.5-2.5*[thief level]. Deft hands/sleep powder are supposed to make dragon stats not matter. When thieves start coming in earlier and without all the abilities, I think it'll make more sense.Could always make it a little less random on coming back later. And I like the wake up rolls as they currently stand, just not the ones for deft hands/sleeping powder, since fear/power/size play ZERO roll in that.
And the issue is more that lvl 40+ thieves with deft hands and sleeping powder seem to be the only thieves I ever get.
The thing is, 11 gold heads are a very specific build. One that's not really tailored to keep thieves away, because there are other ways to do that, notably just killing them off. And thieves don't really hurt you that badly, they're kinda like dragon taxes.Realistically 4 gold heads is already a huge investment.
It would be better if the gold heads had less influence...
Traps and guards need to be stacked into a single type to have an effect. If you just rebuilt all your traps as tentacle traps, it might have turned out differently.I had one thief (admittedly level 45+) who wandered in and out of my lair 8 times, said lair had 100+ defenses, succubi/dragonspawn guards, and every single type of trap in multiples.
Even my tentacle traps, which I had such hopes for, she just got 'lucky' every time.
Good idea, done. There's now a random roll against mobilization to see if a patrol finds the dragon having a long meal. I think I won't let them interrupt the feeding, because the 0.5-1 extra action penalty is already pretty bad.With herds, it might not be a bad idea to let you choose to stay around if you aren't full to catch and eat more animals, but at the risk of patrols finding you or other interference happening.
I usually live on (small) village food and use sheep or pigs to stock up for buildings or other satiety-intensive activities.That means you live on rabbits, foxes, sheep, and if you're lucky and have goblins, perhaps pigs.
I don't disagree, although I haven't played far enough to have such a surplus of XP. Might have to do with the fact that one of my last extended games was on impossible. And you can always speed things up with multiple evolutions if you have too much XP and food.Scrabbling for food, however, isn't really a bad thing in a lot of ways. Since food is realisitically the only limit on evolution (I've always had more xp then I knew what to do with).
I usually go to the Witch. It's costly, but much faster. Buying her rituals is also a good way to get some combat power....damage must be healed using food...
But... I just made it possible to eat, lemme check... up to 12 bunnies at once. If there are enough bunnies around, of course.It might be worth considering having some tiny-medium dragon size foods...
It might be reasonable to consider that a large+ dragon would never see a rabbit, because he was too big and terrifying.
While a hilarious idea, predators aren't that stupid. I'll put it down as something I might come back to one day, but it's going straight to the bottom of the list.Would be really interesting, for example, to have wolves or starving dogs come you after you killed some prey items, or the fox come and try to steal your rabbit.
That niche is filled by boars and now also eating deer herds. While I'm not against it as such, there's more pressing new content I want to do.Also... elk would be a really cool addition to the forest as more filling but also dangerous prey.
Yes. The answer is "NO!". Or more specifically: "Minions can't have agency." Because then minions (dragonspawn or human) will need to be inserted everywhere, and this turns from a mod into a whole new game. One I wouldn't mind playing, but would take eons to make. This has been discussed several times.As part of a more long-term question, have you given any thought to creating more permanent tributary relationships with human villages, etc.
This is kind of simulated by showing up in...classic fantasy of 'a village which every month must provide a virgin to the dragon.'
The idea of the dragon being unable to break his word...
...the dragon as he is shown in the game does make quite a few deals, and keeps them in almost all cases.
Actually, kind of agree with Laxard and like that he can break his word. I went and changed the forest event so that he can, at the expense of +5 mobilization. Or will, if he's currently frenzied.They tend to be sneaky pieces of lying shit, even when shown as wise.
Yes, that's the third ending. Probably the easiest of the three to get, too. Although I don't think there's any real love involved, and they kinda fuck up the world in the process.I remember something about game having alternative ending (tied to the de Ad questline?) where Dragon is fallen in love with some elf, saved her life and they becoming new gods of the world.
Interesting ideas, but not really central to the 'dragon rape sim' experience. And I already have a whole bunch of ideas that need implementation (and motivation )....a maiden offering to lead the dragon to treasure so long as she is spared.
...a maiden seeks out the dragon to provide him her virginity in exchange for revenge or somesuch.
Sure. I can see all kinds of events going in that direction. But the core of the game is being a big, bad, rampaging sex-crazed dragon, and these are peripheral to that. More importantly, I haven't updated in 11 months, and that's because I set myself some (much less lofty!) goals and promptly drowned myself in things that started to look like work after a while....part of dragon lore has been the idea of deals being possible.