Surrealistik Posted March 5, 2017 Posted March 5, 2017 (edited) My proposal for fixing the Cult game mode in light of the various problems discussed at length in these forums and elsewhere. Per link: https://docs.google.com/document/d/10ggxXiWLGa3A1UL3eu3GzmnAC7GFqu382bdBKb-AsKM/edit Edited March 6, 2017 by Guest
Scheveningen Posted March 5, 2017 Posted March 5, 2017 Neat. Two things, why do cultists have wizard + vampire powers and when can we expect to have this coded by you?
Surrealistik Posted March 5, 2017 Author Posted March 5, 2017 #1: Because it's efficient to tie in Spell Boons with the excellent existing new-wiz architectures. #2: 12th of never.
Ron Posted August 17, 2017 Posted August 17, 2017 This has been in the forums with no update for some time, and to help keep the forum clean, I'm voting for dismissal. If a developer decides they wish to work on it, it will be pulled from the archive/not archived at all.
Alberyk Posted August 18, 2017 Posted August 18, 2017 Also voting for dismissal, I am want to see how cult will do with the new changes, and I might possible port the deity gamemode which is similar to this.
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