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All posts created by Bob

Bob
You are a Troll
Line of sight needs to work for ALL attacks - this includes non aoe spells!!!

Our plan is to apply line of sight restrictions to all attacks.
Bob
Bringslite-Dominion Soldier
Have you considered objects(hills, buildings, large rocks, etc… ) simply breaking the target lock on things?

Our plan is to simply prevent the attack from being able to happen, much like being told that your target is out of range when you try to attack from too far away. As odd as it is to be able to track a target that can't be seen, it would probably get really annoying to have to keep reacquiring a target that bounces in and out of cover repeatedly.

When we check line of sight, things like terrain, buildings and other creatures will block it, but the trick is that it's not the object itself that blocks things. Most objects are so complicated that checking against their geometry would slow things down tremendously. Instead, we check against their simplified collision models. Since those collision models were primarily built to prevent characters from walking through the objects, they're sometimes much bigger than the object itself, or they gloss over parts of the object that could easily be shot through but that characters couldn't move through. We won't know how much trouble that causes until we try it out.

Bob
We're going to experiment with line of sight as part of EE 14, but we can't guarantee that we can implement an acceptable version of it with just a reasonable amount of work. That's why the wording on the roadmap specifically says "experiment."

Basically, it's not particularly difficult for us to add a pretty rudimentary collision check on attacks, so we'll do that pretty soon and then add just that to the current build running on Zog. However, lots of our systems (e.g. AI, collision models) weren't originally built with line of sight as an immediate part of the plan, so there's a good chance that adding it in will expose a lot of polish work in other areas that needs to be done before line of sight is an improvement to combat instead of a detriment. We know that we'll have to cut some corners on any line of sight implementation, and that there will therefore be some occasional oddities that result from adding it. We just can't tell until we try it out whether those oddities will feel better or worse than the current situation of always being able to hit any target that's in range, regardless of any objects or terrain in the way.
Bob
Giorgio
Bob,

The (updated) release notes for EE13 is not found at: https://www.goblinworks.com/blog/

Hope you guys/gals all had a good time at Gen Con. smile

Prepped that last night and will post it shortly.
Bob
Bringslite-Dominion Soldier
Oh yeah. Did anyone mention to you guys that the map markers for gushers are persistent until we physically re enter the hex? Getting a little crowded. smile

Did indeed get a couple reports about that. We'll see about getting a fix in for that soon, or at the very least included in EE 14.
Bob
And just to be clear, this also means you'll have to start defending your gushers again starting tomorrow, so don't be surprised when that first wave of mobs shows up.
Bob
Bob
We have a new build up on Zog with the following changes:

  • Creatures once again attack Harvesting Sites and Holdings.
  • Harvesting Site output is back up to 200 cycles.
  • Creatures remember how to die after an Invasion is defeated.
  • Hexes in the process of being infected are considered uninfected when deciding whether or not an Invasion should occur that day. This should return the percentage of hexes that get invaded each day back to within the expected, fairly low range.
  • Creatures that are trying to get to their assigned position don't count toward damaging Harvesting Sites or Raiding a Holding while they are invulnerable.

Return of the Invaders! We've completed the testing on this build and will be deploying these changes to live tomorrow morning during Daily Maintenance (Wednesday, August 23, 9-10 AM Pacific).
Bob
Now that I'm back from GenCon, I double-checked the Rogue Tutorial and it only recommends hex 1,1 for killing bandits. Thornkeep takes up 3 hexes (the ones with the yellow 5-pointed stars), and hex 1,1 is right below the eastern Thornkeep hex. If you're seeing other hexes recommended, they're most likely coming from other accepted quests.

Hex 1,1 has mostly bandits in it, with just a few goblins mixed in. There shouldn't be anything else in the hex, though along the edges you might run into other creatures that are technically in the neighboring hexes. It's also possible that if lots of people are killing the bandits and ignoring the goblins, the hex could eventually wind up with nothing but goblins in it. In that case, killing some goblins should fairly quickly bring the balance back to bandits.
Bob
The rogue tutorial should only be recommending 1 hex for killing bandits in, or possibly 2 if I forgot to remove 1 in the last update (1 of the original 2 recommended hexes has tougher bandits in it now and isn't appropriate for the tutorial). Either way, the recommended hexes should still have bandits in them, and no mercenaries.

If you've got multiple tutorials/quests running at the same time, then it can sometimes be a little confusing which hexes are marked for which one. You can hover over the hex markings on either the map or the mini-map to see which tutorial/quest the icon is referring to, or you can click on the little plus sign in a circle next to the instructions for the current stage of your tutorial/quest (in this case, where it says "Kill X Bandits" ) to light up that specific hex (or set of hexes).
Bob
We have a new build up on Zog with the following changes:

  • Creatures once again attack Harvesting Sites and Holdings.
  • Harvesting Site output is back up to 200 cycles.
  • Creatures remember how to die after an Invasion is defeated.
  • Hexes in the process of being infected are considered uninfected when deciding whether or not an Invasion should occur that day. This should return the percentage of hexes that get invaded each day back to within the expected, fairly low range.
  • Creatures that are trying to get to their assigned position don't count toward damaging Harvesting Sites or Raiding a Holding while they are invulnerable.

We won't be able to do much formal testing of these changes until after GenCon, but feel free to check the build out and see what you think. After GenCon, we'll take a closer look and see whether these changes are enough for us to go ahead and restart Invasions on Live, or whether additional changes are needed first.