Adventure Mode: Turrets do not work. Buildings cannot be destroyed by enemies. Traps not working. Landmines do not work. Entering or leaving villages disables WASD movement. Have not seen a Dungeon in Adventure Mode.
Sorry, I misread your message before. Thanks very much for this bug report as always. These are indeed bugs, but are also just partially implemented systems showing their problems. The game started as a tower defense and grew from there, so Adventure mode has been something I've had to wire up system by system. I'm sorry to say you've uncovered some of the lack of wiring here, essentially. That said, these are all fixable. The one genuine bug is the disabling of WASD. I have no idea how that could happen. Re: dungeons - basically I think it's an exploration problem. I have the same issue in Adventure mode - the dungeons (300 or so of them) are spread too thin across a 1.6 billion tile map... let me work on fixing that too. I have an idea about how to resolve it without huge changes to world map gen. Pls bear with me
OK, I can shed a bit more light on these observations.
Turrets, traps, and landmines are all fixed now in the development build I'm working on. They'll work against any hostile creature - that's the correct logic here and you're absolutely right to question it.
The building destruction is intentional: only raiders during nighttime raids can damage structures, not regular wildlife. If you haven't seen a raid yet, keep exploring at night near your homestead and they'll come. But the conditions for raids might be too restrictive and/or poorly explained. Here's what triggers raids specifically:
1. Must be night (nightPhase >= 0.55)
2. Must be on the overworld (not in dungeon/ship)
3. Raid cooldown must be 0 (cooldown is set after each raid, varies by intensity)
4. Player must have explored at least 80 tiles from spawn (furthestDistance >= 80)
5. Player must be within 25 Manhattan tiles of their base
6. Then a probability roll each turn: base 1% + up to 4% from distance traveled + up to 2% from how deep into the night it is - so roughly 1-7% per turn
Have you seen a raid before in Adventure Mode? Reasons a player may not see a raid could include things like:
- Haven't explored 80+ tiles out yet (I doubt that based on how many hours you've played!)
- Aren't hanging around their homestead at night (they're in dungeons or far away exploring)
- Just got unlucky with the probability rolls - at early game (barely past 80 tiles), it's only ~1-2% per night turn
That 80-tile minimum + must-be-near-base combo is pretty restrictive for early game, now that I think about it more. A player who builds a homestead and immediately explores away from it will never see raids... that's not a bug but it's not really a feature either...
Hey Tobacoos, just wanted to let you personally know that v0.3.3 is now available, and to say a huge thank you again for the bug reports and issues. Thanks for your patience while I iron these out and I hope they are solved now so you can enjoy the game. thank you so much https://timothyjgraham.itch.io/roguefort/devlog/1466839/roguefort-v033-war-chees...