Open dfinder opened 7 years ago
Hmm, I don't remember why I didn't do that. I will check it out, probably it's a bug, but it may be due to bad code architecture.
Wow, I didn't knew that. I thought that it's the size of kingdoms that matter.
I have to say that 'slay rules' are not really intended to be exactly same as in slay. There is bigger difference: units have limited movement range in antiyoy.
There is really no reason to make complete clone because you can just play original. So I've made some tweaks to my game. I'll check out what happens when you kill a hut, but other differences are ok in my opinion.
oh, I forgot that slay was also on the play store.
:P
Hey, I was wondering if there is still interest in this issue. Slay rules is my main game mode and I always keep thinking about 1. being implemented. I think it adds a good extra layer of strategy to the game as it may change how you approach another players terrain or expand/defend your own. Right now the huts being there really doesn't add any interesting gameplay
Hey, I was wondering if there is still interest in this issue. Slay rules is my main game mode and I always keep thinking about 1. being implemented. I think it adds a good extra layer of strategy to the game as it may change how you approach another players terrain or expand/defend your own. Right now the huts being there really doesn't add any interesting gameplay
Currently I don't plan to implement such feature, sorry.
I used to play a lot of slay back in the day, and I noticed some missing mechanics.
In slay, if you captured a hut, that "kingdom" lost all of its gold.
when "kingdoms" combine, the hut that remains is the one from which the unit that made the join came frmo.