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Thread: Balance and Debugging - Alpha Release

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  1. #1
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    My knight completely owned that priestess, is it supposed to be like that? Also, I noticed that there aren't "finish off units" like the mudquake would do 5 damage and kill something, I noticed that every unit attacks with a significant percentage, at least 30% of the opponents health is taken off. Should we ratio it so that units last longer?

    I'm supporting longer games, so making the board bigger and making the units sturdier is what I'd go for. This would allow for more strategies than just moving and attacking. Right now it's really, really hard to strategize. I'm not sure if it's the hex board, the fog or my unfamiliarity with these units (maybe the latter), but I'm having trouble forming an attack plan (like getting rid of range or killing cleric first etc). Right now my attack patters and the AI's attack patterns are random.

    Since this is the case, I'm going to get more familiar with the game then I can give some balance input. But I'd definitely increase the ratios right now just so units last longer, maybe add a finish off units, and make the board bigger. Maybe introduce obstacles on the board that you have to play around, like rocks. You can also use these in your attack.


    just some rage and three kinds of yes
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  2. #2
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    I was also hoping that there would be an option to check the opponents stats when you click it on the board.

    p.s this fog is really throwing off my strategy. Do you like it, AFO?


    just some rage and three kinds of yes
    vi veri veniversum vivus vici
    quit these pretentious things and just punch the clock

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    I just noticed there isn't teleportation yet, is that not a thing anymore?


    just some rage and three kinds of yes
    vi veri veniversum vivus vici
    quit these pretentious things and just punch the clock

  4. #4

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    Quote Originally Posted by Kash View Post
    I just noticed there isn't teleportation yet, is that not a thing anymore?
    Teleportation is easier to do than unit blocking. Animations are also easier. Only reason there wouldn't be teleportation in an end game, is because it's decided that it is a bad game mechanic.

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    Quote Originally Posted by Aristocatt View Post
    Teleportation is easier to do than unit blocking. Animations are also easier. Only reason there wouldn't be teleportation in an end game, is because it's decided that it is a bad game mechanic.
    Why is it a bad game mechanic? Not teleportation anywhere, I mean the ability to pass a unit that's blocking the way. Like the dragon can do, not like the Illusionist.


    just some rage and three kinds of yes
    vi veri veniversum vivus vici
    quit these pretentious things and just punch the clock

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    Quote Originally Posted by Kash View Post
    Why is it a bad game mechanic? Not teleportation anywhere, I mean the ability to pass a unit that's blocking the way. Like the dragon can do, not like the Illusionist.
    I'm not saying it is...just saying there is no reason other than game mechanics/balancing not to have teleportation.

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    Quote Originally Posted by Aristocatt View Post
    I'm not saying it is...just saying there is no reason other than game mechanics/balancing not to have teleportation.
    How's your game coming along? I'm really looking forward to it, too.


    just some rage and three kinds of yes
    vi veri veniversum vivus vici
    quit these pretentious things and just punch the clock

  8. #8

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    where is the link to download the game?

  9. #9
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    If you have a Mac: http://taoforums.com/showthread.php?...9431#post19431

    If you have a PC then instructions are on this forum somewhere too.


    just some rage and three kinds of yes
    vi veri veniversum vivus vici
    quit these pretentious things and just punch the clock

  10. #10

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    Macs are for losers

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