Our first dose of spice last time leaned heavily on risk-reward potential in the form of dangerous cargo convoys, whereas our second dose here is more about introducing additional challenging situations and increasing overall difficulty–less reward, more risk (although as you’ll see this new feature might also involve rewards for some builds). Introducing the Heavy […]
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- Kyzrati on Turn Time SystemsThanks! And yeah it took a few iterations to get to this point, but overall this turn management solution has been pretty robust.
- Sartoris on Turn Time SystemsThank you for the reply, and no worries, I understand. I think your solution is quite elegant, and indeed I assumed something like...
- Kyzrati on Turn Time SystemsHi Sartoris, good question, and the answer essentially depends on your own mechanical/rules preference, like what you think is fai...
- Sartoris on Turn Time SystemsHi, Kyzrati! Thank you for this post! I have one question about the turn queue. To use your own example, let's say the order of...
- Kyzrati on Full UI Upscaling, Part 2: Holy Mockups!Noooo that's not the aim!!! :P I did always want to avoid modal windows, and it should still be optional, but I am really glad...
- y0un65t3r on Full UI Upscaling, Part 2: Holy Mockups!Each modal window brings Cogmind closer to NetHack... and I'm all for it! Even the (i)nventory key is similar to NetHack, soon I c...
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