cult changes

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Deitus
Joined: Tue Feb 17, 2015 5:26 pm
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cult changes

Post by Deitus » #314138

blood cult is one of the better modes to me but it has two glaring flaws that really need changing right now in my opinion:

-cultists can only summon in 3 areas
who thought this was a good idea? depending on the round those areas could very well be uninhabitable or at unaccessable. its hard enough to get tards to come to an area for a rune, and making it so there's only 3 areas to choose from, ESPECIALLY when the cult might be in shambles already, is absolutely retarded. this is another example of a thing being changed that in no way needed changing at all.

-harvesters have collision
dear god fix this, this is an absolute nightmare with higher pops when they're trying to go every which way in halls and it gets massively clogged up. simple fix for massive QoL.

anyway ITT coders """""fix"""" something again and it wont be reverted
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PKPenguin321
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Re: cult changes

Post by PKPenguin321 » #314142

If harvesters dont have collision how are they supposed to swarm and wall in humans to prod?
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Armhulen
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Re: cult changes

Post by Armhulen » #314144

PKPenguin321 wrote:If harvesters dont have collision how are they supposed to swarm and wall in humans to prod?
collision with each other, that's what he means (i hope)
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Deitus
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Re: cult changes

Post by Deitus » #314145

Armhulen wrote:
PKPenguin321 wrote:If harvesters dont have collision how are they supposed to swarm and wall in humans to prod?
collision with each other, that's what he means (i hope)
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Anonmare
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Re: cult changes

Post by Anonmare » #314173

I presume the three areas only is to reduce the chance of a 15 minute Nar-Nar summon
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Deitus
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Re: cult changes

Post by Deitus » #314181

Anonmare wrote:I presume the three areas only is to reduce the chance of a 15 minute Nar-Nar summon
these happen very rarely in my experience
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Yakumo_Chen
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Re: cult changes

Post by Yakumo_Chen » #315604

Tends to force the cult to actually have to go loud to secure their area, which makes it more bearable to deal with as security since cult can't just summon out of nowhere in two minutes any more.
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BeeSting12
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Re: cult changes

Post by BeeSting12 » #315605

The three areas change made a good mode better, with an all out battle at the end so it's pretty fun.
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