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Still, overall I really enjoy the final product of the dragon. Getting quests and being able to increase skill caps of mages and level caps of relics is pretty cool.
You get to do a series of quests. Several different quest chains, and some of the quests in the various quest chains are repeatable, including ones that raise element skill caps on students and staff and ones that raise relics' level cap.
yeah, the end justifys the Hassle. the minimum Cap raise for certain magic is also a brilliant way to repair certain affinitys going to Zero when you make apprentices.
and i do enjoy the quest storys since i like the Wolfkin anyway.
i would however say that they overdid it with the length of quests.
Sending two of your mages on a 6 Days quest for example is to much imho, its not like you activly do anything in the quest. so it feels like a bit unnecessary. you could cut every quests time in half and it would not change a thing gameplaywise. i mean there is really no different between going without two mages for 3 or 6 days. that it is longer just makes it more annyoing is all cause of the wait.
I actually modified it for my own game and cut the times in half just like you mentioned.
how did you do that?
Inside the additional subfolder "\Quests" of "\StreamingAssets", there are a couple of yaml files, which combined contain all of the quests in the game. The lines containing the text "SimHoursUntilReturn" with a numerical value are the lines for how long people are away when doing the quest.
Just take as an example the care-taking. The key is that your dragon only loses care if you do not satisfy two of its needs. So you don't have to perform a feast - the desired ritual changes every half day, so you can just wait until an easy ritual (like teaching ritual) is required.
Still, you should have all required ingredients. It's really annoying when you start hatching the dragon, find out that something is missing, but then have to keep him in some stable state until your research is finished.
From a balancing perspective this means that the dragon is easy to hatch if you already did it once, but difficult and frustrating if its your first time. Clearly not perfect.
Inside the additional subfolder "\Quests" of "\StreamingAssets", there are a couple of yaml files, which combined contain all of the quests in the game. The lines containing the text "SimHoursUntilReturn" with a numerical value are the lines for how long people are away when doing the quest. [/quote]
Thank you for that. changing every quest to half the time took a bit, but it was still less time than waiting on your mage to return from a 6 Day mission xD.
Cutting all the times in half works perfectly and makes the game feel much more fluent, i hope the devs take note.
yeah, it really felt like it is still a work in progress.
A warning before the next phase that you need certain stuff to be researched before would also help.
i had the problem that my student never wanted to care or feed him themselve, even thought i made the dragon and caring a high priority, so i ended up giving them the order manually everytime it was needed.
For example: if you have a student with Nature 4 but dark 2, you can just make him a Dark apprentice to boost his dark level.
However, as training apprentices takes a lot of time, it might be easier to just summon, say, 5 nature students and give all of them a wand of level 2. Chances are very high that one of them will have the skill combination you need. You can graduate the other ones.
Pretty much what Kaibio above said. but i also wanted to add that you might want to look through your relics list every now and then as there could be some that raise the cap of certain elemental affinity for mages who wear them.
re-hatch? how?
There's an button at the bottom of the "Needs" tab of the Jade Dragon Roost for a fully grown dragon.