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dougfir

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Posts posted by dougfir

  1. On 2/17/2023 at 12:43 PM, Xamos said:

    Hi, here are some fun decks based around a certain card-synergy:

    ShadesOfFlame:

    - double Eliminator, because he buffs Shades. GG
    MgEvFsFvYiSYFdZcZ7TDW8MrYLZYGHYGWXXxIhXBa
    grafik.thumb.png.b5c75b669b29cff6aa965545551d8a73.png

    I suppose it's probably just for the fun/synergy but been playing a similar deck (still quite different, but half of the cards are the same and most of the others I don't have).

    Curious whether ethereal storm really manages to scale up to a point where it is worth taking here over something like soulshatter (less orb requirements same power cost)

    Especially given the lack of void return, and on that note it seems like you could get into a pickle with necroblaster without cultist master so I might favor lost launcher there.

    Xamos likes this
  2. On 2/11/2023 at 5:38 PM, WindHunter said:

    Gold chests are receiving a change which will allow them to be opened even if units nearby are currently occupied doing something else (like shielding their allies). 

    In terms of Lost Wanderer, I agree he could use some love. We can likely make his targeting prioritize units currently without shields. I do not think making it prioritize units in the same group is possible. 

    Cool, gold chest interaction isn't super important, I just wanted to note it as affected by the unit because it is a weird interaction.

    One thing I've noticed since starting this thread is that you actually *can* control who gets shielded by lost wanderer.  I'm not sure prioritizing unshielded units would help with what I wanted, since I had a front line of a T2 Lost reavers, with a backline of skeleton archers, with the Lost reavers pulling the camp, so before running in I wanted shields on the reavers. Preferably without having to keep the backline out of range of the wanderer.

    I totally understand that same group mechanics might not be possible, it was just an idea.  It may very well be that grouping mechanics are available only to the interface, and not the units themselves.

    The way you can control who lost wanderer shields is via right click.  In the forge, spawn a lost wanderer and 4 other units.  (4 units to ensure that at max 2 shields there are 2 unshielded units to choose from).  Select the lost wanderer (left click), with the lost wanderer selected hover over an unshielded friendly unit, the cursor should change to a '+'.  With the cursor a '+' when you right click on the unshielded unit (you cannot apply a shield to a unit that currently has a shield), the sword "slice" of combat sound should play causing the next shield to be applied to that unit.

    I'm not sure ways we could make this mechanic more discoverable, but it does actually give you some control over who gets shielded.  It seems perhaps weird that this isn't an "active ability", although that would actually make it require an additional 'z' key press, or button.  Anyhow, thank you all for the feedback.

    Edit: I notice that there is possibly a reason to avoid making this an active ability,  currently if you have lost wander + some number of units in a group and you select the entire group, if one of those units does have an active ability you can still select which unit to shield while reserving the 'z' key for activating the ability of the other unit in the group, which is actually pretty convenient.

  3. Yeah, I'm not exactly sure whether it is truly random, But i've failed to notice a pattern.  One other thing I have noticed is that, when *other* units are around they can't open gold chests either, I didn't test if he causes other units to have the same building healing behavior, but that might make sense if he goes into combat mode when shielding, and in turn causes other units to go into combat mode also?

     

    Edit: It doesn't appear to be the case that other nearby units are affected by healing in the same way they are during gold chest pickup.

  4. There are a few things about lost wanderer which make it nearly unplayable, or extremely situational.

    It would be nice if the shield given preferred units in the same group, then if all units in the group are already shielded apply it to random friendly units.

    The shield animation/passive ability also interacts badly with healing from buildings and wells.  Similarly it makes it nigh impossible to pick up a gold chest.

    The healing was already listed as working as intended in the bug reports, but I feel that given cold/shadow T2's relatively limited healing and that it relatively rarely shields the intended target,

    seems to make it really hard to justify playing the card.

     

     

  5. I wonder about making a flag for this which could be set by the group leader, so that in order for the run to count towards achievements the flag must be set. Ideally this flag would also provide a signal for groups that are aiming for a specific achievement in such a way that it could lead to a mechanism that you can make finding groups aiming for a specific achievement easier via the campaign map, or achievements screen.  Anyhow just trying to spitball ideas that make everything better for everyone.

  6. Is there some trick to getting custom_filter_extensions.json to work?  Trying to use the default custom filters like missing=1 in place of copies=0 never seems to work, and when I add my own filters they are never recognized.  I see that custom_filter_extensions.json file name seems to be hard coded into some binaries.  But just wanted to check that I don't need to copy it into some directory, rename it, or some step that I missed.  I assume it might have something to do with running under wine so if there is any logging/debug info anywhere I've also missed  I'd be happy to try look into that.

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