Orebound

Orebound

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zomgPWNT 8 OCT 2024 a las 12:22 a. m.
Goblin/Orc climbing
Although the dwarf has issues climbing very slight inclines an orc or goblin can climb sheer walls. Perhaps this might be tweaked?
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Mostrando 1-4 de 4 comentarios
O.L.D. 8 OCT 2024 a las 7:54 a. m. 
+1
GTech_1 8 OCT 2024 a las 1:50 p. m. 
I've also seen Goblins path across the dirt ceiling of a cave, only to drop from a stalagtite onto my stacked up mergers or splitters (deep in the intentional mess of my devices), then proceed to attack them.

As I desperately try to jump / build up to their location, my turrets (set on the ground, near the doorways, where I expect mobs *should* come through) start annihilating my belt spaghetti, losing the resources on the belt in the process.
I'm not mad (demo before early access, etc), but mob pathing definitely needs a few tweaks.

My main question is: Has anyone found a way to prevent mob spawns *inside* a base?
Note: From my experience, ceilings didn't seem to stop them either.

Additionally, I'd like to offer a related recommendation for the devs:
When the player pulls out the build hammer, and toggles to the repair function: Can it maybe do a green pulse wave (on a reasonable timer), radiating out from the dwarf, that checks for any pieces that are not at full health, highlighting them green?
Having to individually target each piece is tedious, and sometimes frustrating.

Alternatively, when a build piece is less than full health, maybe highlight it "repair green" so we know to repair it, and where the attack came from.

Another gamified possibility: An expensive siege ward build piece that triggers a large animation when a build piece in range suffers damage (thinking Valheim ward here, but without the multiplayer interaction lockout), that then highlights the damaged piece "repair green".
Maybe an upgraded version that auto-repairs, at the cost of stone / wood in its inventory?

Not trying to hijack your thread here or anything, OP, but your post must have triggered a trauma memory or two! lol
Deathwyrm  [desarrollador] 9 OCT 2024 a las 1:49 a. m. 
Publicado originalmente por GTech_1:
I've also seen Goblins path across the dirt ceiling of a cave, only to drop from a stalagtite onto my stacked up mergers or splitters (deep in the intentional mess of my devices), then proceed to attack them.

As I desperately try to jump / build up to their location, my turrets (set on the ground, near the doorways, where I expect mobs *should* come through) start annihilating my belt spaghetti, losing the resources on the belt in the process.
I'm not mad (demo before early access, etc), but mob pathing definitely needs a few tweaks.

My main question is: Has anyone found a way to prevent mob spawns *inside* a base?
Note: From my experience, ceilings didn't seem to stop them either.

Additionally, I'd like to offer a related recommendation for the devs:
When the player pulls out the build hammer, and toggles to the repair function: Can it maybe do a green pulse wave (on a reasonable timer), radiating out from the dwarf, that checks for any pieces that are not at full health, highlighting them green?
Having to individually target each piece is tedious, and sometimes frustrating.

Alternatively, when a build piece is less than full health, maybe highlight it "repair green" so we know to repair it, and where the attack came from.

Another gamified possibility: An expensive siege ward build piece that triggers a large animation when a build piece in range suffers damage (thinking Valheim ward here, but without the multiplayer interaction lockout), that then highlights the damaged piece "repair green".
Maybe an upgraded version that auto-repairs, at the cost of stone / wood in its inventory?

Not trying to hijack your thread here or anything, OP, but your post must have triggered a trauma memory or two! lol
Those are some good points. Goblins are doing exactly what I programmed them to do. They're sneaky, viscous, annoying plagues on your Dwarven Stronghold :3.
However they shouldn't really be spawning in your base, just outside and then going and making their way to you.
The repair idea glowing green is a good QOL idea which we may come back to later after early access launch, I think that would be very useful.
There definately needs a "your base is under attack" or something alarm system (aside from the sounds of turret fire).

Goblins though are based on this, where they crawl out the ceiling, kinda insect like, and lends to their infiltrator type of play (pathetically weak, but make up for it by being sneaky pests)
https://www.youtube.com/watch?v=aAtkiolzTFQ&ab_channel=Dorski

And yes, I know they need animations for it, we'll get to that. It's going to look amazing when they are crawling like that.
zomgPWNT 9 OCT 2024 a las 10:53 p. m. 
Publicado originalmente por Deathwyrm:
Publicado originalmente por GTech_1:
I've also seen Goblins path across the dirt ceiling of a cave, only to drop from a stalagtite onto my stacked up mergers or splitters (deep in the intentional mess of my devices), then proceed to attack them.

As I desperately try to jump / build up to their location, my turrets (set on the ground, near the doorways, where I expect mobs *should* come through) start annihilating my belt spaghetti, losing the resources on the belt in the process.
I'm not mad (demo before early access, etc), but mob pathing definitely needs a few tweaks.

My main question is: Has anyone found a way to prevent mob spawns *inside* a base?
Note: From my experience, ceilings didn't seem to stop them either.

Additionally, I'd like to offer a related recommendation for the devs:
When the player pulls out the build hammer, and toggles to the repair function: Can it maybe do a green pulse wave (on a reasonable timer), radiating out from the dwarf, that checks for any pieces that are not at full health, highlighting them green?
Having to individually target each piece is tedious, and sometimes frustrating.

Alternatively, when a build piece is less than full health, maybe highlight it "repair green" so we know to repair it, and where the attack came from.

Another gamified possibility: An expensive siege ward build piece that triggers a large animation when a build piece in range suffers damage (thinking Valheim ward here, but without the multiplayer interaction lockout), that then highlights the damaged piece "repair green".
Maybe an upgraded version that auto-repairs, at the cost of stone / wood in its inventory?

Not trying to hijack your thread here or anything, OP, but your post must have triggered a trauma memory or two! lol
Those are some good points. Goblins are doing exactly what I programmed them to do. They're sneaky, viscous, annoying plagues on your Dwarven Stronghold :3.
However they shouldn't really be spawning in your base, just outside and then going and making their way to you.
The repair idea glowing green is a good QOL idea which we may come back to later after early access launch, I think that would be very useful.
There definately needs a "your base is under attack" or something alarm system (aside from the sounds of turret fire).

Goblins though are based on this, where they crawl out the ceiling, kinda insect like, and lends to their infiltrator type of play (pathetically weak, but make up for it by being sneaky pests)
https://www.youtube.com/watch?v=aAtkiolzTFQ&ab_channel=Dorski

And yes, I know they need animations for it, we'll get to that. It's going to look amazing when they are crawling like that.


OK, fine I guess for the goblin and fairly interesting. However, the orc and boars can do it. You need to make whatever keeps the dwarf from climbing over a small hill keep the orc and boar from doing the same.
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Publicado el: 8 OCT 2024 a las 12:22 a. m.
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