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
Guess it is a good idea for the starters to learn to puzzle the school together on a space limited map - with the addition of the new common rooms and the stadium it got quite a bit more challenging to not turn the school into a maze that throws the pathfinding off completely.
I've seen them just stand walking in place stuck on some piece of geometry for multiple game days, so glitches. It is possible that multiple students will reserve their seat on the same game tick and double-seat the class, but the character models have collision. I've never seen one student inside of another. They choose to go to the refectory or home when all classes are full or not in session for the tiniest sliver of a need, so even if it does get to a point where classes will get stuffed with more students then there are chairs it would require all of their needs to be taken care of first. All that travel time is highly inefficient.
Only traits that matter are the 2 fighting traits for my dungeon groups. Courgeous and Unbreakable. Preferably on the house itself AND on the char so they stack. Best even on a werewolf ;)
If you like the game, you should really try building such a dungeongrp and see how far you can push them. If you want i can write down what i would put into the central trophy room for 4 of the 5 needed magic rooms