![]() ![]() It seems you intend to not letting dungeon player to utilize every space, for example a 3x3 room, i cant make another 3x3 room directly connected to the 1st 1, if i do so, there wouldnt have any building slot. When i said, the fiend spawn next to the portal i meant inside the dungeon area, the fiend spawn NEXT to a portal (1 out off the 3) since i have no idea knowing whether this particular portal is real or false, i have to dig a long way to another place (which waste my time) U should make it once the real portal connected with dungeon, show a msg to all player, the tunnel is clear, not forcing dungeon player to go dig all the way to the portal, which already not enough time to make a decent dungeon. I really liked your map, and would rate it a 3/5 right now, but I will withhold my rating for a little while. That's all that I can think of right now. I am just making a guess here, but I think the degen is percent based, and since he had more life due to the boosters, he lost more than he got from the regen in the lair. I had built 2 boss boosters, and the regen thing in the lair was on. My dungeon got converted back to one square with the workers inside, I had more gold than before and the dungeon's lumber was reset.ĭuring round 3, My boss died without being attacked. Maybe it's just the same thing said differently, but I was kind of expecting to be able to build more than one of each type.Īfter my dungeon prevailed (against myself.) in the first round, and I had started building my dungeon for the second round, the game started the third round I think. When I built the structure, I thought I would be recruiting stronger units, not bosses. For Example: The first time I built my dungeon, I didn't realize that you had to connect it to ALL 3 entrances, I just thought you had to connect it to a single entrance. I think you need to make some things clearer in the map. The comments below are based on a 1v1 LAN game (where I played both sides lol) new spell systems - same effects but much faster map loading timeĭungeon, dungeon keeper, RPG, warchasers, treasure 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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