Re: Clockcult Improvement Drive
Posted: Sat Jul 08, 2017 8:43 pm
Bottom post of the previous page:
Thanks for the feedback.Components are likely going to be phased out slowly, if at all; I intend to make them more meaningful and less "all the components ever/no components" as time goes on. A power drain gameplay might be interesting, but I'd have to think for a while.
Icons of the components in the slab is something I really want to do, but unfortunately I don't think tgui supports it.
1. I've been hearing that a lot, but I'm unsure if I want to go that route as I may be called out for buffing the cult and doing nothing to compensate.Muncher21 wrote:Make the no-movement spell restrict you to a walk (or slower?), it's incredibly frustrating to charging the perfect volt blaster down viro hall, just to have one of your retard cult members push you one tile. None of these spells are that good anyways, so this may make then used more.
Nerf or change clockwork scarabs. You get access to it before Anima Fragment, and the scarab is better? (Not sure I've never seen one in game). Regardless it seems like scarabs completely over shadow Anima Fragments, which is a shame because they seem more interesting.
Make it more clear more then one runes can be placed on a tile. I feel like stun-sigil + convert-sigil is a very powerful defense tactic, but I've never seen them used on the same tile, which the wiki says you should be able to do. Once again, this may be I just never notice these traps, but it still could be clearer.
2. As fond as I am of cogscarabs, they do seem to cause a lot more trouble then they are worth, and I'm deliberating if they're worth a removal.
3. The new Recollection points it out several times; the stun/conversion trap is something people just haven't done, unfortunately. It's definitely a thing!