Prophecy Requirements?

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Prophecy Requirements?

Postby ThirdAnguis » Sun Mar 01, 2015 1:52 pm

I'm trying to unlock the Fertility Fetish, which requires I make 20 goblins. So I created a goblin-heavy dungeon, anticipating that I would rush through that prophecy. Except that only base "Goblin" units count for the prophecy -- Goblin Sneaks and Goblin Miners do not, even though they are also Goblins. Is this a bug or working as intended?
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Re: Prophecy Requirements?

Postby Jake » Sun Mar 01, 2015 2:08 pm

This is not a bug, but it is also not ideal. Any prophecy requirement that lists a unit type is referring exclusively to that unit type; they tap the same stat-tracking that keeps count of each unit type, so they don't have any means of looking at other unit types and adding them up. I can try moving some of these prophecy requirements over to looking at traits, but I will have to adjust the language a little, to make it clear to players that the traits are what count. I decided not to work on this approach before, however, because I am not certain I want to have both trait-based goals and single-unit goals (could be confusing), and trait-based goals may not be flexible enough.

Alternatively, I could consider checking anything with "goblin" in the name, but this will require other significant changes; the progress will have to monitor an indeterminate number of stats, when everything currently maps one-to-one. I think this solution is ultimately clearer from a player's perspective, because they wouldn't have to check traits; when they recruit something with "goblin" in the name, it counts as a goblin, the way they'd expect.
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Re: Prophecy Requirements?

Postby Jake » Mon Mar 02, 2015 9:09 pm

Okay, I just put up a minor update (2015.03.02b) that makes the second change. Now, anything with "goblin" (or "kobold" or "gremlin") in the name should qualify when that is all that is specified. Thanks!
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