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QCF Design Community • View topic - Kingdom Evolution
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Kingdom Evolution

PostPosted: Fri Oct 26, 2012 12:47 pm
by GoatBot
Discussion - Kingdom Evolution

Re: Kingdom Evolution

PostPosted: Fri Oct 26, 2012 5:35 pm
by The Avatar
I just found Glenrick with an orc tinker and his portrait was still a barbing bush. Is that a bug?

Re: Kingdom Evolution

PostPosted: Fri Oct 26, 2012 5:47 pm
by Darvin
Well, that's a tame update. Guess we'll have to redouble the bug hunt to keep things interesting around here :lol:

Re: Kingdom Evolution

PostPosted: Fri Oct 26, 2012 5:49 pm
by The Avatar
7th "Concept Week" in a row.

Re: Kingdom Evolution

PostPosted: Fri Oct 26, 2012 6:45 pm
by Sidestepper
They're pretty much done with design. It's going to be mostly mopping up work from now on.

EDIT: I wonder if some of the kingdom buildings are going to be gated by specific dungeons now. It looks like the kingdom screen starts out with visible "danger zones" that presumably have to be cleared before construction can take place.

Re: Kingdom Evolution

PostPosted: Fri Oct 26, 2012 7:04 pm
by The Avatar
Hmm... Maybe. That actually could work quite well if they did it though.

Re: Kingdom Evolution

PostPosted: Fri Oct 26, 2012 7:39 pm
by Darvin
Probably much too late, but what about having pre-set mini-dungeons to "clear out" the foundation for new buildings. They dungeon would always be the same, but they'd be more challenges than puzzles.

Re: Kingdom Evolution

PostPosted: Sat Oct 27, 2012 3:57 am
by The Avatar
Sort of like class challenges with less random, right?

Re: Kingdom Evolution

PostPosted: Sat Oct 27, 2012 10:27 am
by Sidestepper
Each guild unlock also comes with a monster unlock and a quick summary of some sort of monster nest that the construction disturbed. It'd be kind of cool if each upgrade included a short minidungeon composed exclusively of that one monster type.

Re: Kingdom Evolution

PostPosted: Sat Oct 27, 2012 11:26 am
by Picotrain