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I like how there are opponents everywhere, and everyone fights everyone.
I dont like difficulty balance, its kinda hard at the beggining then its becomes way too easy once you kill some bosses for evilness, enemies dont scale well.
i could probly change the spawn rates. There is no instructions for the editor, so i don't know if the heroes or enemies have an upper ceiling. currently heroes and spawners pump out a combat team every 5mins, and go up a lvl every 5mins.
I could possibly lower the spawn timer so late game there is more of a challenge, but i worry that the early game will be considerably harder coz of it. Have to playtest it, see if its as bad as i fear it could be. when i tried to increase the spawn timers to double, the game bricked itself, or corrupted the map and i had to start again. maybe it was too much of a jump. i dunno.
On one of the skirmish maps, i saw them implement an eye on the heroes. I'd love to get that into the map, so you can easily see where the invading heroes are, as they are a good source of evilness when they get killed by spiders, lavalumps or traps. It would be easier to locate them on the minimap
I also recently worked out how to put in the difficulty settings, altho it remains to be seen what the difficulty settings actually do, as there is no explanation of what each does.
It seemed ok and i was handling it, but after the 2.5hr mark, i got swamped by spiders.
maybe i can put in more dwarven rooms with gaurds to halt thier advance.. thats got me thinking, i can extend the dwarven gaurd posts along the main tunnel. The dwarves are strong, but stationary. They don't roam, but act as guardposts along the road..
The dwarves are strong. But they have no healers, so eventually they get worn down by the spiders and lavalumps.
There was a few errors in the code from the previous designer, i've fixed those too.
I tried to make the starting resources more plentiful, and put in the difficulty choices, but no way to test if they work until i release, and upload it.
They didn't really implement this feature very well. While yes, after completing a map in the editor you can upload to mod.io but you'll get no choices, ie, no art, no settings etc.. just a straight upload. But if u goto mod.io and create an account, when you upload a mod, you get all these extra choices.. thats why some maps have images n stuff.. and some don't, like my first iteration.
So all i need to do now is get the artwork done, and upload. I think its ready.
https://mod.io/g/dungeons-4/m/no-rest-for-the-wicked-v2
Overworld tuned for endgame push challenge. Expect resistance.
Underworld has new dwarven guard posts along the main tunnel, to stem the tide of spiders early to mid game. Guard posts are stronger closer to the dwarven base.
Tried to add difficulty levels, and more starting resources, but don't know if it worked or not, can't test that stuff.
But with the immeninent start of D4's season 3, might take me awhile before i really get stuck into it
cheers
this happens to me too.. i have to exit the game and reload it for it to show in the list of community maps
edit: i see what you mean now. I'm working on it..
i can't even find where are the community maps ...