![]() ![]() ![]() I suggest granting an enabled visibility multiplier as the round resets (after all the new tiles are made but before the DM has a chance to build anything) that disables itself about 1 second after, this should refresh the fog for players. when we were playing the lag was so horrible we couldn't finish the third round, which is another thing, grant players the option of changing the amount of rounds.Īnother complaint I received was after the first dungeon when a player enters the dungeon, they still see the pathways of the previous dungeon in the fog until they explore it, which is pretty confusing. A wider variety of choices and play styles for the dungeon lord is a necessity as it is now.Īlso, REMOVE THOSE LEAKS! if you don't know how then I'll do it for you but they can get pretty bad. Like ghouls could leap at the players, or mages could use mana flare or something. the choice to change between skeletal warriors, or maybe ghouls) You should also add a third unit type that are spell casters, or use some sort of special ability. I would like to see more diversity between the dungeon lord's units (i.e. Hey I tried the latest version, not too bad, you made a few updates that have really improved the game. If anyone has any experience with GHost, I would like some advice (so far a bot joins every game, doesn't download and has to be manually kicked, because he blocks the game) Leaving stealth overpowered couldn't hurt, if I manage to overpower all the caster heroes, which are weakest now.Īlso, I started DL server a short time ago on Northrend server, keeping it up almost every afternoon. The "strength-based" heroes are the best, so far I seen, but others die too fast and don't do much damage. The problem now is that all heroes are too weak. It would be certainly more interesting to play, due to the movement restriction, but the ability to disapppear any time, repeatedly and with no cooldown (provided by the Hide), that would be even more overpowered. If I understand it correctly, rogue would have a all-time invisibility with a occasional blink-move? It definetelly works in higher levels (high agility and +100% parry), but it may seem useless on lower levels. Parry increases the heroe's agility for the purpose of dodge chance calculation. Well I plan to add multiple bosses to choose from, so I will rework the whole bossfights thenįlames are not eternal, but limiting them to some duration cap is a good idea.īull Bully drug is bugged, I know about that. More minigames coming of course, hero siege is a good idea and, so far I know, can be done very easily It makes the game more difficult for dungeon lords, which is OK by me anyway, there are already enought units, if you build the dungeon right, Heroes can't pass first roomĮvil lab, booster, treasure rooms are supposed to be the "vulnerable" buildings that the Dungeon Lords have to protect. Why less traps? I think it's more interesting with combination of units+traps than just units. I added rally points, so you don't have to move them manually (coming in next version sometime later today) ![]() I was never disconnected (propably because I was the host ), but I didn't experience anyone disconnectin either, maybe you have weak CPU? Some of the pathfinding/digging algorithms can be pretty demanding Workers move toward nearest work, the system is not complete yet, therefore workers move stupidly sometimes ![]() Yeah, I didn't think of that when I added them the ability to move. new spell systems - same effects but much faster map loading timeĭungeon, dungeon keeper, RPG, warchasers, treasureįirst of all, thanks for playing, nice thing someone understood how to play as dungeon lordīlessing has a really long duration, but it shouldn't work forever, I shall look into that tooltips for buildings and heroes greatly improved worker system - "smart" task assignment + includes auto-embracing! new custom font (it may seem familiar if you played DK II) new usable items - drugs (see map development forum for more info) reworked damage system (more effective coding) new feature - chaincasting - works for Arcane Magi only Ability added for locating the last treasures changed amount of DL resources to 17/24/31/38 * round wands and staves inteligence bonus fixed nerfed dungeon units (it is now pretty hard to play as dungeon lord) separated minigame player from second dungeon player construction cancel room texture bug fixed fixed bug that alllowed multiple building in one room further strength nerf (strength now grants 7.5HP/point) "defensive" accesories now grant HP and HP regen instead of strength new dungen lord, some units have new skills ![]()
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