Your comments

You'd need to put the dirt patch in the middle of the brimstone while still allowing it to go around, and even if you did that, the defending player can use infernal urns to dig up the brimstone and claim the tile without triggering the obsidian.


The obsidian needs to go.

Do the creatures have a lair? There's an issue currently where some creatures without a lair don't bother to eat or pay themselves.

It's a good thing you asked, turns out they actually are rightly angry about being unpaid; they're also presumably angry about being unfed. It seems some creatures just don't tend to any of their needs if they don't have access to a lair.


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diamonds_20180516083122.meta


The dungeon has every room except a Lair. The tavern is full and the treasury is full. However some of the (intelligent) minions just aren't tending to themselves; there's two crackpots and an augre that are angry about no pay and have extremely low food levels, but do nothing about it.


-- But it seems if you reload the save, they immediately recognize their problems and go collect their wage and then a meal at the tavern straight afterwards.


I dumped all the creatures down the portal and started again, spawning one of each creature and waiting five minutes. On the second attempt, it was an augre and a chunder that didn't tend to themselves. Additionally, i'm not sure how the augre and chunder are at 0% sleep when every other creature is at 65%.


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With all that said, the mentor call-out comments are accurate. They are complaining about no money, but it's a result of them not fetching the money.

You earn more mana capacity over time, or perhaps in relation to the amount of land owned? You also can find specials that increase mana. Mana Vaults are just another tool to help you increase your pool faster.


But nothing will put you over the 2000 hardcap.


- I had the hand bug happen to me as well. A prison rat I accidentally picked up the same time it was eaten.

This "Some IDs don't exist anymore" issue seems to affect all 3x3 "shrines" and probably every script that tracks ID's. I had the same issue when I tried to use the "Revealer" action on a research shrine.

This is clearly an intended mechanic to encourage fighting over turtling and allow losing players a chance at coming back. By attacking each other, they effectively cancel each other out, forcing both players to continue fighting for hills rather than waiting out the clock.

I was going to use it as a "There's a pathway here that the heroes use to go from A to B during their daily routine" but I didn't want the heroes wandering out of it, nor did I want the player to evade the trap gauntlet by bashing through the back door. Basically to make the castle layout make sense logistically, while still restricting the direction of the player and the movement of the AI heroes.

It's fine, just moved some stuff around to make the encounter less front-loaded.

So they cannot be locked at all? That's a shame.


I'll make some changes.


The achievement list reports the best run you finished, and doesn't update in real time.


Let's say you're on Wave 56 right now and tabbed to check your achievements, it'll still only say Wave 20.


Additionally, it's the best run you --finished-- so if you reach wave 76 and then quit to menu, you won't receive your achievements. You need to actually let your dungeon core be destroyed for the run to officially end and achievement progress to be recorded.

Just double-checked this and it is indeed not working.


Looking at the creature tabs in God Mode, there are five underlords listed rather than three. The player, and then two red and two blue. Perhaps the 'wrong' red player is being selected by the ritual?