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#171
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Growing stacks of enemies
Same opponent on 1st isle (old savegame at lvl3 and current savegame at lvl ![]() lvl3, leadership 464 - enemy with 4 ents http://www.mediafire.com/view/jl3n06bej2xr75u/lvl3.png lvl8, leadership 1079 - enemy with 22 ents http://www.mediafire.com/view/agebva71d78imbj/lvl8.png Enemy stacks raise very high ![]() I avoided this enemy in the beginning of the game to come back if my units or hero is stronger. Later in the game I revisited 1st isle and was very surprised what has happened to enemy stacks. Development of skills, spells, awards, items, hero is the RPG part of this strategy game. RPG development means: trying to get better, stronger than before to succeed against very difficult AI opponents. But the mechanic in Bonfire raises enemies at the same or even greater pace as you can see at both screenshots. I'm playing a mmorpg atm. My group visits a dungeon. We got wiped within few seconds. What now? The guys of my group try to get stronger, better armor, better weapons, one more level, raise a skill and we will revisit this dungeon with a hopefully better chance. If then the dungeon mobs are stronger in the same pace we would leave the game. What I want to say is: in a game it must go forward not backward. |
#172
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Perhaps development of the enemy has to be adjusted down. On the other hand, I guess you have picked only easy fights to avoid losing any units, as you play NO LOSS. It is very difficult in Bonfire. You need to use different strategies to win. It is better taking some tough ones earlier than later in Bonfire and forget about NO LOSS... In Heroes 4 the enemy grows too.. When that is said, the way we have made the enemy grow is adding numbers to the stacks no matter if it is a level 1 or 5. So the level 4-5 becomes more difficult faster than level 1-3. When you return to a stack of level 1-3 you'll normally find it is easier to beat compared to your Hero level, and opposite with level 4-5's... Also if we make a limit on the mapmaker regarding your hero level, you need to stay and do more fights before scavanging and taking out level 1-2's... I don't know if we can improve the growth to read the creature level so level 4-5 don't grow so fast... if not we can reduce the growth. Lower difficulties have slower growth. Perhaps, Eucrysty can add something here? He played until level 19 or so. Last edited by raknefne; 04-29-2017 at 10:21 AM. |
#173
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There are nobody in Castle of Frysland.
I got map of Fefine islands. and bug http://rgho.st/86hmTf2tK unaccessible statue http://rgho.st/6z6jmys5S some glitch when sailing http://rgho.st/7sFyY4Jd8 Last edited by aristobal; 04-29-2017 at 11:30 AM. |
#174
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The arena-bug is easy to fix, so are the others. Noted. Also today Terroin is here and we are fixing a lot of bugs. The bug that crashes at dumlor (invisible creature) is fixed. Found out why there could be strange heroes around and fixing them too etc. Last edited by raknefne; 04-29-2017 at 02:48 PM. |
#175
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Hello ,
From my point of view the version that i testet , alpha was perfect and flawless , besides arturok appeareance and stupid logs in caves blocking for good some good runes and stat boosts.The enemy growth was ok. I played on impossible and beat all enemies in all islands. I started a new game with the final version shared by Rakfne , differents story .on impossible i was able to win 3 fights so far . and one enemy beaten from 3 fights. the one guarding statue to get companion . so i think something was changed in enemy growth from my 1 test version and this one... PS . I speak only from IMPOSSIBLE difficulty point of view as i will never play other difficulty since is too boring for me |
#176
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another aspect in the last version of game is MONEY .i have only 400 gold. i can t beat enemies , can t buy a new map, can t build inn upgrade to gamble...it seems i m stuck and need to start a new game
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#177
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Also, we haven't changed the growth at all, its random if it is level 1 or level 4 at specific points. Last edited by raknefne; 04-30-2017 at 12:21 PM. |
#178
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We have fixed all bugs/balances noted here in the forum, the most important ones were:
1. clicking on enemy with scouting changes stacks in them. Now growth of them happens other places in game. 2. ending game at level 2 when playing fixed game (10-15-20) 3. skillix 4. strange heroes to be found somewhere in game, like Arturok for the 2nd time in the cellar. 5. erased the item Block of Honey that were bugged. 6. Sawmill didn't work for level 2-3. 7. Skeletons from Altars are normalized and not insame leadership as Xev mentioned. 8. Crash when clicking high scores when there are now high scores to watch. 9. Oak companion: 50 health pr hero level instead of 40 10. Trick shooter: 30 health pr hero level instead of 40 11. Mapmaker: need 12 kills now instead of 8 to get new map (after the first from Bonbong Land). 12. Working on this, not finished: when getting skill choices from Acrimaldo after leveling we try to make it so you ALWAYS get exactly 3 choices plus a chance of stats/gold. 13. Medal Trapper = lower requirements, Medal Strategist: little lower requirements. 14. strange bug at Dumlor that can crash game: invisible creature to hire, also chance not to do the quest (because you had to pick up an invisible creature...). Now fixed. 15. The crash Xev experienced with an elver army as level 3 on Pnelve is fixed: it was the item Block of Honey. When it was destroyed there were no crash anymore. I guess honey is not good for the health... hmpf hmpf I'm testing the new things now, they will be avaibable in a new game only (not saved games). When tested, I mail a download link. Last edited by raknefne; 04-30-2017 at 07:45 AM. |
#179
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I'm out of testing. Thought about it over night but can't live with enemy stacks which are not fixed on maps. Results in linear gameplay.
Wish you good luck and success with further programming. Xev |
#180
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Anyway, you have been most helpful. Last edited by raknefne; 04-30-2017 at 08:12 AM. |
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