Garryn
Garryn
Comments
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(Quote) The ability to choose ritual groups will be an assignable privilege, the sect leader will have it by default.
"everyone in the room" refers to the room where the ritual is being used.
Not sure yet on a cult… -
(Quote) Indeed, getting this right is the tricky part. Where possible, I much prefer to lean towards "powerful and rare" over "mediocre and common". I am likely going to add a short channeled activation time to some of the more powerful ones (with …
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Some of these may require the altar, most would not.
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(Quote) Well, sigils, enchanted items, things like that. I'm not entirely sure on the specifics yet.
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Yeah, they're supposed to be on actual timers already - I'll check it out,
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It is not possible to cost your cult more than what you have personally contributed.
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Are you using the client at client.imperian.com, or some other one? Which browser and browser version are you using?
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Okay, let's see.
I can drop the requirement to 3 afflictions if 4 would be too much. It will apply to all herb-cured afflictions, not only Evileye ones.
Necromancy changes - no immediate bigger plans, but it's possible down the… -
I cannot make any specific promises, but feel free to send any ideas you may have to garryn@imperian.com
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(Quote) Not sure who the "them" are, but I have not received any e-mails from you.
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(Quote) That is correct.
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To clarify - when you generate some faith by sacrificing corpses, both your personal faith and your cult belief increases. When you die to some mob, your personal faith decreases by a percentage of its current value, and your cult belief decreases b…
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CULT ALTAR should indeed be fixed - please file a bug if it still doesn't work for yours.
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(Quote) I am unsure what you are referring to, as I absolutely do take it into account,
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There are plans, but likely not in the short term.
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(Quote) Ideas? What ideas? I had to design half of it myself!
Anyway - yes, what you guys see is only the beginning, there is a lot more coming.
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Sure, added!
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(Quote) Oh, I know that. Sadly, there are only so many hours in a day and other projects in need of attention, and good class design is not something that can be rushed.
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Yes, we can absolutely balance team combat to some extent - we just can't do this as extensively as we can with 1v1. More importantly, I think we probably don't want to either, as the differences, if not excessive, are one of the things that keep th…
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I'm rather curious about the motivation behind the reduction to two circles request. Having watched the forums of the IRE games that do have two primary sides, a very frequent opinion there seems to be that there is little to no variety/change and t…
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(Quote) That wouldn't have worked.
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Player skills will remain intact, this is more about further events, areas, that kind of things.