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cult changes

Posted: Tue Jul 04, 2017 8:00 pm
by Deitus
blood cult is one of the better modes to me but it has two glaring flaws that really need changing right now in my opinion:

-cultists can only summon in 3 areas
who thought this was a good idea? depending on the round those areas could very well be uninhabitable or at unaccessable. its hard enough to get tards to come to an area for a rune, and making it so there's only 3 areas to choose from, ESPECIALLY when the cult might be in shambles already, is absolutely retarded. this is another example of a thing being changed that in no way needed changing at all.

-harvesters have collision
dear god fix this, this is an absolute nightmare with higher pops when they're trying to go every which way in halls and it gets massively clogged up. simple fix for massive QoL.

anyway ITT coders """""fix"""" something again and it wont be reverted

Re: cult changes

Posted: Tue Jul 04, 2017 8:08 pm
by PKPenguin321
If harvesters dont have collision how are they supposed to swarm and wall in humans to prod?

Re: cult changes

Posted: Tue Jul 04, 2017 8:17 pm
by Armhulen
PKPenguin321 wrote:If harvesters dont have collision how are they supposed to swarm and wall in humans to prod?
collision with each other, that's what he means (i hope)

Re: cult changes

Posted: Tue Jul 04, 2017 8:18 pm
by Deitus
Armhulen wrote:
PKPenguin321 wrote:If harvesters dont have collision how are they supposed to swarm and wall in humans to prod?
collision with each other, that's what he means (i hope)

Re: cult changes

Posted: Tue Jul 04, 2017 9:08 pm
by Anonmare
I presume the three areas only is to reduce the chance of a 15 minute Nar-Nar summon

Re: cult changes

Posted: Tue Jul 04, 2017 9:48 pm
by Deitus
Anonmare wrote:I presume the three areas only is to reduce the chance of a 15 minute Nar-Nar summon
these happen very rarely in my experience

Re: cult changes

Posted: Mon Jul 10, 2017 1:56 pm
by Yakumo_Chen
Tends to force the cult to actually have to go loud to secure their area, which makes it more bearable to deal with as security since cult can't just summon out of nowhere in two minutes any more.

Re: cult changes

Posted: Mon Jul 10, 2017 2:20 pm
by BeeSting12
The three areas change made a good mode better, with an all out battle at the end so it's pretty fun.