'renpy.call('event_sky_ifrit')'. Open up an encounter screen first, or some stuff might be missing.How to call an event in console? just paste the label;
label event_sky_ifrit:
Unfortunately I can't figure out how to correctly put that line into the console. It says name "avatar" is not defined and it doesn't work if I insert the filepath for the correct avatar either. Also I have no idea what "say with file side image" is supposed to mean. Do I need to put something in there?Changing heads at the start is a bit buggy. I think it can be fixed by changing 'set_avatar()' in 'PlayableCharacter.rpy' to this:
Or just use the console and type in the 'drag = ...' line for an ongoing game.Code:def set_avatar(self,avatar): self.avatar = eq_resize(avatar,500) self.sidebar_avatar = eq_resize(avatar,250) self.combat_art = [eq_resize(avatar,battlefield_units_xmaximum-10)] self.combat = eq_resize(avatar,battlefield_units_xmaximum-10) self.profile_art = avatar self.face = ProportionalScale(avatar,150,150) drag = DynamicCharacter("dragon_character_name",show_img=avatar,screen="say_with_file_side_image") renpy.restart_interaction()
Sounds like a good idea to me, it makes playing a single-headed dragon for RP reasons not a handicap anymore. Getting magic resistance from some of them also makes more sense if its scales that protect the entire dragon instead of just one head of a specific colour.Will be a feature. I'm seriously starting to think changing 'heads' to 'scales' as a game option might be a good idea.
console says "TypeError: 'RevertableDict' object is not callable"Use the console and type in 'dragon.evo_remove(dragon.anatomy('head')[-1])' to remove the latest head. Change '-1' to something else if you need to kill some other head. The order should be the same as in the anatomy screen.
So it decreases passively in relation to poverty and fear, but the militia are so far the only way to directly lower mobilization instead of just waiting it out? A'ight.Increase poverty and wait for the next month. The Kingdom can support [infamy level - poverty/2] mobilization, and any surplus gets reduced by 1 each month. The WIP version moves this to once per week, and if the difference between real and sustainable mobilization is big, the decrease can go up to 3 per week. There will also be direct mobilization decreases for killing patrols.
You need to make those changes to the file, using notepad++ . Start a new game.Unfortunately I can't figure out how to correctly put that line into the console. It says name "avatar" is not defined and it doesn't work if I insert the filepath for the correct avatar either. Also I have no idea what "say with file side image" is supposed to mean. Do I need to put something in there?
Next release will also allow defeating other patrols to reduce mobilization.So it decreases passively in relation to poverty and fear, but the militia are so far the only way to directly lower mobilization instead of just waiting it out? A'ight.
No. You need near-immunity, which is 95%.This crazy resist wont allow me into the volcano lair?
I did a balance pass as well, and reduced many of those costs. Specials are much cheaper, sizes much pricier.reducing prices of base game ones
Very early game, I'd say. Myself, I put the mark at moving into a better lair.I feel like once dragonspawn is complete, early game is effectively over.
Uh, what? The next quest is 'Desolation', raising fear. Then 'Protected Lair', which requires only 50 defense, a bit of which you can get by moving into some sort of castle.But this is still nowhere near even the halfway mark, what with the next noteworthy quest requiring 100 defense
This will change to requiring an item valued at 100 gold or more as a gift.After that, requiring 1k gold is somewhat absurd, but manageable.
1000 dragonspawn, but no longer in the lair. This is an endgame quest which you only do when you're seriously trying to get the army into shape. It is also where the quests branch into the other hatcheries.Then you need 100 lizardspawn. And you have to have them in lair...
It's called moving or expanding the lairs.If there was an option to upgrade cage or farm or pit capacity, that would be neat, btw.
Quest completion only leads to victory if the dragon is badass and/or the army is up to snuff. Otherwise, endgame just kills you.Quest completion is the most obvious route to victory after all.
Minions will be better. Also, rotating multiple squads.and each combat will massively drain your squad
You're going to sleep anyway, so that's a weird comment.very little time available for evolution
Well, maybe sacrifice results need some upping. The WIP version gives about 5 seals/sparks per townswoman and ~20 for an angel.This is all on normal difficulty, by the way, and to restate, as well as easier and more evolutions.
The 'normal' route is indeed done by following the quests and grinding yourself through to victory.victory conditions. If those was made clearer then it would very much lead to an "easier" experience.
My bad, change '=avatar' to '=dragon.avatar'. Leave the 'say...' as it is, it tells the game to actually use the portrait.Unfortunately I can't figure out how to correctly put that line into the console. It says name "avatar" is not defined and it doesn't work if I insert the filepath for the correct avatar either. Also I have no idea what "say with file side image" is supposed to mean. Do I need to put something in there?
Goes to the bottom of the todo list, then.Sounds like a good idea to me, it makes playing a single-headed dragon for RP reasons not a handicap anymore.
Magic is magic. Who knows what 'magic resistance' really is?Getting magic resistance from some of them also makes more sense if its scales that protect the entire dragon instead of just one head of a specific colour.
My mistake, should be 'dragon.evo_remove(dragon.anatomy['head'][-1])'.console says "TypeError: 'RevertableDict' object is not callable"
Not really, and it tops out at 20. But having to fight angels, airfleets, titans, etc should be bad enough.Does letting mobilization snowball lead to anything? I dont find any event but maybe letting a full party randomly hit the dragon?
You absolutely should be. If not, it somehow got fixed in the meanwhile.You probably can tell a guard event because you have no choice to retreat
No longer.finishing the encounter does not use satiety
That might be worth changing...Guards are a single
No, that's where it's supposed to be.Found the phrases.ini it was in the game/db folder and not the game/db/phrases folder. Should I change that?
I hope the line is 'kingdom.mod('mobilization',-1)' and not 'kingdom.mobilization -= 1'.Anyhow I made my own fix to reduce mobilization, just add a line at the guards encounter in each location.
I'm not measuring progress by turns, but rather by capability. Having a better lair, like a fort or castle, is both a measure of your dragon's prowess and a goal in itself.I consider early game to be dragonspawn because ... you are 100 turns in
I think I'll raise that to 5 of each fear, poverty and mobilization.I disregarded Desolation because it is incredibly easy compared to almost every other quest
Yeah, but almost everything is coded with the assumption that there is only one minion and one captive per building. And the current WIP UI improvements make this even more so. Overhauling this properly is, like, at least a few full days of serious work...For capacity of buildings, I think you know what I mean
Pay the Witch for some healing action? Or use your milk.When I say massively drain your squad, I mean dragon mostly.
I just made some epic battles with multiple angels and stuff... Or the Royal palace with eight consecutive rounds.Life is cheap, and minions are easily replaceable, but facing down an enemy group of 5 or even 4 will quickly lead to damage to the Dragon and large costs in replacing minions.
As planned. You can donate your lizardmen to make the tribal fish cheaper and respawn faster. And the 'magic meat' also feeds you.By very little time for evolution, I also mean the time needed to gather satiety. 200 lizardman village satiety doesnt last very long when you are dealing with evolutions that cost 80+ satiety and a quickly ticking down seal timer.
Not too difficult. The hard part is coming up with values for all the minions and enemies. Otherwise, just search for e.g. 'acid' in all .rpy, .yaml and .ini files, and repeat what's there.How easy would it be to add a damage type? Like, if I wanted to add in mental damage and change magic to force damage, would that just be a matter of find in files then copy pasting?
In the future, retreating will also 'eat' half an action. And retreating from combat is 'retreating before engagement'. The patrol ambushed your dragon, more or less.When I say no choice to retreat from a guard event, you can during the combat, but that eats half your health, no option to retreat before engagement.
Do you have wings? All the sky lairs also need wings.Still no go