!!!!!!!!!!!!!!!!!!!!!DONT PLAY PATCH 1.31!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I get memory allocation failures just from going into wb or going near the barb city next to the dungeon that needs 16 highwaymen as guardians. There are so many barbs spawned by your lairs and spawn groups the game is unplayable, the bandit vigil is defending the barb city with the other 10 units in it and the 2 stacks of 6 skel pikemen and 4 archers are waiting around the other lairs with 10 highwaymen in the vicinity for patrolling I guess? There are over 50 barb units in 1/10 the area of a standard map. Of units that are in tier 2 and 3 before I have iron working. The barbs now have stacks of doom and I need fing armies of mages, melee, and archers just to step out of my borders. Oh, but how could you have foreseen this with your limited testing? Guess what? Every member of this form would gladly test for you and if you have your head too far up your a** to still think you have an excuse for not finding this then your more delusional than....I don't even have a bloody comparison!!! This is rediculous and I was right when I made that post. If you think this is caused by tech alone your sadly mistaken, and reread the delusional rant.
I am going to phrase this politely as possible.
Firstly, there is absolutely nothing forcing you to play the latest version, or indeed to play RifE at all. If you do not like the game, you are welcome to explain why, or find another game to play. It is worked on
for free, in our spare time.
Secondly, as I've already said, lairs are upgrading too fast. I am working, as I type this, on a system which will fix it. It will then be available via a
Public Beta to anyone who wishes to try it out and help get the balance correct. We are well aware that there are members who would be happy to test for us, and have made that a possibility; Check the
official forums and you will see it immediately.
To fully explain exactly why the majority of the issue is indeed caused by using the standard upgrade mechanic, let me make these points:
- Strong barbarians are almost exclusively spawned by the lairs, as barbarians are otherwise reliant on barb tech level.
- Only t3 lairs create spawngroups, so groups of OP barbs that you see wandering around, again, come from lairs not upgrading by tech but by turn.
- Highwaymen? Lairs. Bandit Vigil? Lairs. Skeleton Pikemen? Lairs. Every single barbarian you mention comes from a lair, typically the t3 lair, showing that your issues come from lairs upgrading too fast.
- MAFs are typically a result of too many units on a map at a time. What could cause that... Too many powerful spawngroups early on? An inability to kill them off, a wide empty map for them to spawn in, yeah, this could create a MAF issue.
We have every intention of getting this balanced, and soon. Yes, I f'ed up with it. The concept was good, but using traditional upgradeable lairs simply fails given the inability to appropriately time it based on game progress. This
will change with the mechanic I am implementing right now.
Now, to be absolutely frank: We make this game because we want to. Because it is a game which we wish to play. You are free to leave if it's not what you would like, or to make your own mod.
In the future, I will have absolutely no reply for any post of this nature. If you disagree with mechanics we've implemented, or simply flatout dislike them, that is all well and good. But posting in this manner is absolutely unacceptable.