Search found 125 matches

by Ludovic
Sun Sep 10, 2017 8:14 pm
Forum: Testing and Bugs
Topic: [Bug/Win] Game crash
Replies: 4
Views: 915

Re: [Bug/Win] Game crash

I have changed the board attachment setting which should make submitting save files possible.
by Ludovic
Sun Sep 10, 2017 8:04 pm
Forum: Testing and Bugs
Topic: [Bug/Win] 7 Mana Nodes reveiled
Replies: 2
Views: 628

Re: [Bug/Win] 7 Mana Nodes reveiled

Dungeons have also been observed utilizing this enigmatic ability to be revealed and invisible at the same time. These Schroendinger sites should be forced into proper existence in the update coming tomorrow.
by Ludovic
Sun Sep 10, 2017 7:59 pm
Forum: Testing and Bugs
Topic: [Bug/Win] Castle workers
Replies: 2
Views: 595

Re: [Bug/Win] Castle workers

Workers improve castle construction time by 5% per level of the Construction skill. So if a Barracks takes 12 turns to build it internally requires 12 "construction units" to complete. The default progress is 1 of these units. Each worker adds 0.05 per level of Construction skill. So workers without...
by Ludovic
Thu Sep 07, 2017 4:23 pm
Forum: Testing and Bugs
Topic: [Balance] Dungeons
Replies: 1
Views: 558

Re: [Balance] Dungeons

At one point, dungeons expeditions were basically passive gold and experience generators. Hence the rewards were set quite low. Over time as the expedition mechanics have expanded, and more risk has been added, the rewards haven't scaled to match. It also seems there is some dastardly bug keeping th...
by Ludovic
Wed Sep 06, 2017 9:54 am
Forum: Testing and Bugs
Topic: [UI] Fortress documentation
Replies: 6
Views: 1469

Re: [UI] Fortress documentation

I added an effect to make fortresses slightly more relevant until more extensive supply, siege and control mechanics are implemented: Fortresses now increase the movement cost of entering a hex to the army max (ie effectively ending the army turn). A fully airborne army ignores this effect. Next up ...
by Ludovic
Tue Sep 05, 2017 7:25 pm
Forum: Testing and Bugs
Topic: [Balance] Fertile Soil
Replies: 6
Views: 1298

Re: [Balance] Fertile Soil

Really good input on technology, resources and warlords. Interesting idea on the resource zone effects - I agree that the very localized nature is quite odd for some resources, but for others I'd very much like them to be hex-specific. I think I would rather have the specials that make sense to be i...
by Ludovic
Tue Sep 05, 2017 6:33 pm
Forum: Testing and Bugs
Topic: [UI] Fortress documentation
Replies: 6
Views: 1469

Re: [UI] Fortress documentation

Sadly, they don't do much yet apart from extending zone-of-control. I'd like them to be critical in regards to territorial control and extended warfare, but I am also considering unifying the site mechanics, as suggested by many people, including you I think. My current plan is to use a district sys...
by Ludovic
Tue Sep 05, 2017 8:13 am
Forum: Testing and Bugs
Topic: [Balance] Fertile Soil
Replies: 6
Views: 1298

Re: [Balance] Fertile Soil

Awesome feedback and ideas, I'll give it the detailed reply it deserves later today when I've worked my way a bit down the task backlog.
by Ludovic
Tue Sep 05, 2017 8:13 am
Forum: Testing and Bugs
Topic: [Balance] Resource Razing
Replies: 1
Views: 552

Re: [Balance] Resource Razing

That's a pretty interesting bug. Not sure why the resource disappeared, but definitely not intended. I'll take a look at taking over the resource sites - I can't remember off the top of my head if it is simply impossible at the moment or only possible in certain circumstances. Either way it should d...
by Ludovic
Mon Sep 04, 2017 3:43 pm
Forum: Testing and Bugs
Topic: wierd bug
Replies: 4
Views: 1554

Re: wierd bug

Is it SteamOS or Steam on Windows? On SteamOS the location is probably: $XDG_CONFIG_HOME/unity3d/Valravn Games/Wizards and Warlords/customwizards.tem For Steam on Windows it should work to copy-paste %userprofile%\AppData\LocalLow\Valravn Games\Wizards and Warlords\ into the explorer input field. Th...