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Zatikon is back and free to play! https://www.chroniclogic.com/zatikon.htm

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Messages - zatikon

#31
Zatikon Discussion / Re: Improving Zatikon
May 24, 2009, 06:57:02 PM
Within the next couple months, I'm hoping to add a lot more single player/coop content.
#32
Units / Re: New Units Ideas
May 24, 2009, 04:41:12 AM
I like those new conditions. If we don't use them in the Crone package, we may end up using those elsewhere.
#33
Units / Re: Questions About Existing Units
May 20, 2009, 03:14:09 PM
Effects that raise and lower life always affect current and maximum life.
#34
Units / Re: Questions About Existing Units
May 20, 2009, 10:54:10 AM
There's a couple mysterious parts of the system at work here:

SequenceID determines the order targets are selected.  Every unit has a unique sequenceID, assigned when its deployed. It starts at 0, and increases by 1 each time a unit enters. So, the first unit deployed has an ID of 0, the next one is 1, then 2, etc. When a group of targets is selected, they're sorted by sequenceID in ascending order. So if a warlock drops a fireball or a heretic is damaged, the oldest units are affected first. Several units have been given overrided sequenceIDs to force them to be computed earlier or later. Martyrs, for example, are given the lowest priority so they're always struck last.

TriggerPriority is a hidden attribute of triggered actions. It determines what triggered actions are computed in what order. For example, an Acolyte's shield will always be computed before a Shield Maiden's.
#35
Zatikon Discussion / Re: Is Zatikon to complex?
May 12, 2009, 10:43:48 PM
A lot of the "under the hood" development done in the last several months allows the Zatikon engine to possibly play other, new games.
#36
Any unit with a gold border has an upgrade.
#37
Easy change, expect it next patch.
#38
Zatikon Discussion / Re: Tournaments
May 12, 2009, 10:39:21 PM
If there's more interest in tournament play, I would love to create an in-game system for it.
#39
Units / Re: Favourite unit?
May 12, 2009, 10:38:11 PM
I've been enjoying the Bounty Hunter lately.
#40
Units / Re: Heretic
May 12, 2009, 10:37:37 PM
The cavalry can now kill a heretic safely, too.
#41
Units / Re: Archangel
May 05, 2009, 03:19:22 PM
I agree that its not worth 550 yet.

I'm presently testing it at 500 with a 3 deploy cost.  The "slay sinners" ability has more to do with theme, and I might change it out for something more useful.
#42
Units / Re: Lancer
April 27, 2009, 03:22:59 PM
The trigger priority is set too high, it'll be fixed in the next patch. Thanks for the info!
#43
Zatikon Support / Re: BUGS
April 26, 2009, 03:53:09 AM
There were a lot of strange errors in the logs, and I had to restart the server twice to get the game working again. I'm examining the logs to see if I can figure out what was behind it.
#44
Zatikon Discussion / Re: Ranking system
April 16, 2009, 10:09:05 PM
It's all relative to other ranks, so you're hovering around that point where all the people with a default score lurk. If you win one game, you'll shoot right back up.
#45
Zatikon Discussion / Re: Change Log
April 03, 2009, 04:43:42 PM
The way the Sergeant's leadership ability works now makes it much more flexible. The unit walks in the same direction that the Sergeant does, instead of following it.