Almost complete lair list.... whats the alvish patrol btw? surely thats not a lair?
This is not a 'lairs list'. It's just a shortcut list mainly populated by lairs. 'Alvish Patrol' is where you torture the path to the Enchanted Forest out of a Ranger.
Well, there is no option to change difficulty midgame, so i'll just see what game has to offer and then try to do it on harder setting.
You can reset it manually, but it won't really give you the complete experience, since progress is much harder on higher difficulties and you won't develop as much power as quickly.
Five of titans will be something even my setup would have problems with!
Five titans are theoretically possible as a high-level patrol in the mountains. It's rather unlikely to happen, though (~1% or so).
Have you tried breaking into the royal palace when the city is on alert? Sacked the dwarves and elves 4+ times? These are probably some of the hardest fights in the game.
There is russian mod this mod is based on. That mod had some fighting features such as attack cards, and, on old versions, even battle map with ranged-melee mechanics...
I'm not aware of another mod to TfD. I know Eliont played around with various ideas, but the attack cards essentially became minions after a while, and he tacked on the three spells we have now as a bonus. The battle map I didn't know about, but I don't see anything remaining of this in the code, either.
Honestly, ATM this looks way too much work for little benefit. The current system is already pretty complex and the wow factor might wear off fast.
If you look to the original game, then you will see that dragon, back then, had a way to strenghten himself by using mana on spells (as example, a spell to fly, or a spell to give him ice breath, or a spell to get him phantom head which acts as a shield in case of a deadly blow)
Yeah, I've though about bringing back the magic system, but that would basically mean writing one from scratch. I'm a modder, I'm not a dev. I want to
play the game sometime, too.
Flight and swimming are in, sort of. The 'spell to impregnate' and 'spell to change size' have been replaced with 'mana requirement to impregnate' and the virility evolutions. Ice breath is also under the evolution system now, I'm not too keen on diluting that with spells that do the same thing.
Phantom heads are replaced with witch rituals and magic meat.
you wouldn't lose ANY ACTION POINTS if enemy is surrendering thanks to your fear aura (and that's the very thing that made fear cool in the first place.
And made fear OP, IMO. Fear can still kill mooks faster and with less damage taken, and at least minions have some trouble healing heavy damage. And fear got all the tribute options, the ability to suppress girl-eating goblins, better torture. I'm not sure how to improve it further, but undercutting another mechanic isn't the way to do it.
There is a spell only to reduce physical damage.
This function has again been given to the evolutions. Having an extra layer on top would really mess things up balancewise.
There is no way to heal your victims.
Milk. Works on both minions and captives. It'll take
a lot to heal serious wounds, though.
Even when mobs are defeated by the fear, they still consume energy.
Uh, even if I had known about that effect, I still would not have broken the stamina/action system that way. Makes no sense other than 'I can do that!', IMO.
That's the point of magic, that you can use things you can't
Yes, but I'm not terribly interested in having two systems in the game that would largely just duplicate each other. Currently, the few spells we have do not overlap with evolutions too much.
Also, i got all types of rooms, but game says that i don't have all types of rooms in the lair.
(Got all mana crystals, all types of traps, all rooms (cages, sacrificial posts, pits, farms and workshop)
Weird. Are you sure you also have some basic pit traps? Otherwise, try the console and tell me what 'pride.pride_building_types_acquired' and 'len(
selfpride.pride_building_types_acquired)' say.