Hi! The dragon is not really DLC it's just a dragon that flies over the map in the original campaign. Alas, we didn't add a dragon to the demon campaign, we thought a dragon would look weird underground :)
Yes, unfortunately, there is no way to implement DLC properly on itch.io, and we made exactly the standalone version, it seemed to us that it is easier for players.
So... I have to say this, it is not okay that a paid DLC faction has the exact same abilities, buildings and permanent upgrades as both the Death and Human factions. I get that this game is minimalist and small-scale by design, but at the same time you're spreading it over three identical campaigns - that's a significant inconsistency in what this game is supposedly about, and I can't honestly say I'd recommend it because of that.
Hi! I understand you very well, I'd like to bring more differences to the game fractions myself. I has a few ideas about that. BUT... We don't have pile-up interfaces or anything like that where we can show that this warrior does 30% more damage than another warrior, but let's say he does slower. However, the battle itself is quite intense, and the players just don't notice many details. For example, if your warrior will run faster than the other warrior or have less health? If the barracks will produce warriors faster? Will it be noticeable at all? Can you tell, with the current balance, how much health your buildings have and how much damage your warriors do? We had a few iterations of the distinctive features for different factions, but they all tripped over the impossibility of expressively showing and explaining it, so as not to overload the game too much. We also experimented with different mechanics for different races, it's like snowball generates too many problems at all levels. In the end we just came to the conclusion that the game is good in its simplicity. It's a kind of chess where it doesn't matter what color of pieces you have, but it's important to use them properly. For justice's sake, special landscapes affect factions differently.
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Hi! Just a question, does this DLC include the dragon from the itch.io version? Thank you!
Hi!
The dragon is not really DLC it's just a dragon that flies over the map in the original campaign. Alas, we didn't add a dragon to the demon campaign, we thought a dragon would look weird underground :)
Alright, thank you so much, the game looks really awesome ๐
Hello! Can you release this as a patch for the itch.io version? Would love to play it here on itch.
Hi!
What exactly are you worried about? The final version of the DLC is available here.
So is this a standalonr DLC? Or do I have a patch?
Yes, unfortunately, there is no way to implement DLC properly on itch.io, and we made exactly the standalone version, it seemed to us that it is easier for players.
I see... Some other games I know release their DLCs as patches. Hence why I asked.
So... I have to say this, it is not okay that a paid DLC faction has the exact same abilities, buildings and permanent upgrades as both the Death and Human factions. I get that this game is minimalist and small-scale by design, but at the same time you're spreading it over three identical campaigns - that's a significant inconsistency in what this game is supposedly about, and I can't honestly say I'd recommend it because of that.
Hi!
I understand you very well, I'd like to bring more differences to the game fractions myself. I has a few ideas about that. BUT...
We don't have pile-up interfaces or anything like that where we can show that this warrior does 30% more damage than another warrior, but let's say he does slower. However, the battle itself is quite intense, and the players just don't notice many details. For example, if your warrior will run faster than the other warrior or have less health? If the barracks will produce warriors faster? Will it be noticeable at all?
Can you tell, with the current balance, how much health your buildings have and how much damage your warriors do?
We had a few iterations of the distinctive features for different factions, but they all tripped over the impossibility of expressively showing and explaining it, so as not to overload the game too much. We also experimented with different mechanics for different races, it's like snowball generates too many problems at all levels.
In the end we just came to the conclusion that the game is good in its simplicity. It's a kind of chess where it doesn't matter what color of pieces you have, but it's important to use them properly.
For justice's sake, special landscapes affect factions differently.