-> Unrelated to Paul post
Im in the final stretch of my university exams, i will be finally free next tuesday and willing to poke around OD values.
My thougts of this new version (i played only for a bit), ill point things you already know faulty as well:
- Since creatures appear with ramdom levels from portals, its hard to know their levels, crazy scales dont help either <- Solution re-scaling (asigned to me) and the adding to the general TODO of a mechanism that allows to see creatures HP, level, XP for next level and mood. (like the life flowers from DK1 and 2. We need to think of our own implementation); creatures spawned from portal should all be level 1, but since its unclear if training room is working i dont know if that would be a good choice atm.
- Goblin and tentacle from cave left from yours (on the way to the gold) kicked my ass really hard, killed everything i threw at them and destroyed half my dungeon tiles, i guess they are max level, but that made me realize a few bugs.
- Diggers will stop working if you tell them to dig an area across water with no land path to it, they will start wandering around, ignoring work that is accesible in your dungeon (i tried to get to the gold on left by crossing water so i didnt have to claim the cave with the kickass goblin-tentacle combo), they should be able to cross the water and dig the dirt/gold there even if they cant claim that side of the river. When i unselected for digging the other side of the river, they returned to work.
- Rooms that have tiles destroyed keeps their actives spots even when fully destroyed.
- Diggers should run away from enemies other than enemy diggers, at the moment they march happily to combat. They will be really weak when their stats are tweaked so a running away behaviour for diggers and near death creatures would be useful (away from enemies)
- Work assignation for diggers, no matter where you drop them, they will march back to whatever job they had on the other end of the dungeon; couldnt it be made so they re-check closest job when dropped by hand? Same for normal creature, being dropped on a room should check if they can work there (researcher or blacksmith for now) and force then to work there until hunger/sleep makes them go have a snack and return or go sleep.
- Gold tiles dont blend with surrounding dirt tiles and are shown as if they had all dirt removed from its sides.
- Creatures now engage on melee rather than long distance taunt figth (finally), but your own seems to be slow to start attacking, i had a legion be one hitted by the tentacle and im not sure they put in even a single blow
And im finished with the critics, i want to congratulate you guys for all the new changes even if some of them are not that visible. Needless to say the rooms with active spots is the one i liked the most
(its weirdly satisfying to see all those dolls and forges appear around). Now we only need to find Elvano so he can start preparing the homepage update when a few more rooms are added.
Question, what program should i use to read the .def file for creatures values?, notepad does the work but is not the most confortable.