I prefer to know all the Numbers in the games i'm playing so i can properly set up my base(dungeon) and unit composition, what annoyed me about WFTO (apart from the current bugs, early release etc.) is that i have no idea about any specific numbers, so i decided to do some trial and error and update this thread with whatever i find:Spawnrate:I Created a Slaughterpen (20x20) and a Lair (20x20) and acquired 1 PortalThen i created a 20x20 Barracks:Gnarling spawntimes:1: 512 seconds2: 3550 seconds3: 8095 seconds4: 150180 seconds5. Originally posted by:Thank you for doing some research.
Abilities Edit. The Cultist like many creatures thus far announced and detailed for War for the Overworld has two sets of abilities these are inbuilt passive traits and active spells or abilities. Thus far these abilities are unique to the Cultist and have not been seen on other creatures. The cultist is a support caster and as a result many.
I was messing around in sandbox to try and figure out when I would need to upgrade my slaughter house but it doesn't seem to make much of a difference. Sometimes the game asks me to increase the size of my tavern but it almost seems random.
I too wish there were some details here so I could know exactly what to build given a specific situation instead of it feeling so arbitrary.I'm assuming that most mechanics have been taken over from DK2 - the Food/Sleep rooms were only used for 'happyness' not to actually attract a minionAdded some more info to the mainpost about some population caps i'm looking at right now. Anyone who's played more than a couple hours knows that the spawns and spawn rates remain entirely unpredictable. It's not really random, it's crippling. You cannot build a room and know how many or when. You simply cannot.
I've tested it over and over, building Beast Lairs as large as an entire dungeon. You'll only get a few beasts, tops.Every map seems to have number caps, and that's in addition to the painfully low spawn rate, the crushingly low training rate, and the refusal of the game to recognize when someone dies.It is frustrating.In Dungeon Keeper 2, I was attached to my minions. I grew them up like kids. These minions are just meat. They'll all die right after spawning.
I don't see the point of training on most maps.Did I just jump off on a tangeant, or what?I think some of the flaw lies in coding the campaign to emmulate the rush of human vs. Human combat. I'm honestly wondering why mouse-over information for room capacity or even portal capacity is still lacking.
I guess this does balance 'X per creature per portal' for general gameplay and multiplayer, as in DK1/2 it was just a generalized pool you could snatch creatures from per level. Literally, in the case of DK1, with the Scavenging Chamber.Additionally, Garrisons improve wall strength. I don't have exact numbers, but they certainly helped in maintaining walls (including Augrum walls) in some levels.
Nearly unbreakable in L8, even, compared to an earlier attempt without Auger/Garrison support.
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