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报告翻译问题
Should have Low Spawn versions out soon, which might help performance, and I did some other technical improvements (squareevents are bad) but much of the slowness... is just the usual neutral spawns collecting on 9801 squares (99x99). The wilder option is probably not your friend if seeking performance.
Is there a hard cap on those btw? I'm guessing killing the bosses in them stops that, but you'd think they'd run out of guys, or just stop bothering with excursions and come out themselves eventually. Ironically I think they'd be more bark than bite if not for the banefire archers. Poor indie guys just getting melted only for them to turn around (checking by resigning to peek at them). I play without active opponents so maybe they'd play with them more often.
Goes to show they're a good threat though. Necromancer characters aren't too good at attrition, but they don't need to be when their dudes fight to the end and they can disintegrate you. Guess I can't blame them for not walking into a couple of Bystanders though.
First, Bakemono is playable, and the monkeys have some logical places on a modified map, for guildmaster I would recommend slot 14.
There are two wizard towers accessible to East and West outer rims without going into the civilized center.
The load time is 1:12 minutes for a modern laptop, and 3:07 minutes for a decade-old laptop.
The initial turn time for 24 starts is 22 sec on the modern device, and 1:24 minutes on the older machine.
I regard these as a win.
In any event, excellent work. Thanks for the great mod!
Thank you in advance!
Slots 1-4 and 22 are for wilderness factions or slow developing factions.
Slot 23 is for whoever you want to be most powerful
... and 24 is for that faction's evil necro antagonist.
The ideal balance I aimed for was 23 being a tough opponent, but beatable by letting its evil counterpart wear it out, while you consolidate over the outer rim opponents. Actual balance may vary.