Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Good thing I had plenty of golems. But it certainly made it "interesting" on that map until I got to 20 days.
When you start underestimating the enemy is when you open yourself to "surprises"...
I'm fairly sure that burning walls is intended behavior, but wouldn't it be because of what was on the other side?
Maybe they only go so far and the only thing left were those walls? I would assume 200 villagers would taste better and 40 more steps for dinner makes more sense.
I'll change a few things and see how it goes.
I'm glad I got to play today, after you fixed me up with my crash :)
A newer addition to this is that each mob that's planned a path through a tile, whether they're actually in it or not, slightly raises the movement cost of that tile, causing them to spread out. You may find yourself needing to go with 2 or even 3 thick walls in some places, depending on all the variables.
Actually spotting this in game can be tricky, yes. Ray has plans to make it easier to figure out, once he can get to it. Monster pathing heatmap view or some such.
Fire elementals will not cross 1 wide land bridges that are on a 45 degree angle. I didn't think they could, I just wasn't seeing the narrow spot blocking their passage.
They will burn a curtain wall forever in length if it is on that 1 tile wide land bridge. It gives
ice ballistas time to murder.