Search Results
Post Author Forum Replies Views Posted [asc]
    Thread: 2017.11.03 - Dwelvers Journal - Graphics Reworked
Post: RE:

one thing right from the bat, nameplates are affected by lighting, they go darker more you zoom out, till black rectangles another annoying thing is, when you alt-tab fullscreen game, it goes to wind...
David Bacuvka News! 13 17.937 04-11-2017, 11:05 AM
    Thread: 2017.11.03 - Dwelvers Journal - Graphics Reworked
Post: RE:

Just from the pictures, look much better, gonna try it latter
David Bacuvka News! 13 17.937 04-11-2017, 01:57 AM
    Thread: 2016.02.19 - One week left until Dwelvers Kickstarter
Post: RE:

Hi there looking forward to buy some DLCs through KS to see this game finally finished. just little complain, thunderclap title "Check out Dwelvers on Kickstarter, an awesome game where the player ta...
David Bacuvka News! 12 17.057 27-02-2016, 10:46 AM
    Thread: Game Mode - Non-Controlled Overworld
Post: RE:

Huge fan of EG here :) I would prefer this kind of surface interaction, similar to trading, but seems lot to abandon (work on surface world) to be completely honest, I stopped playing Dwelvers aroun...
David Bacuvka Suggestions & Feedback 3 5.432 05-12-2015, 08:21 PM
    Thread: Creature Mechanic - Creature skills
Post: RE:

maybe its just me, but Hurricane looks overpowered, especially since knights are main invading force, and come in grouped, and would probably spin all at once, this could decimate whole army in closed...
David Bacuvka Suggestions & Feedback 15 21.365 06-10-2015, 08:28 PM
    Thread: Creature Idea - The Peasant
Post: RE:

damn, they look better than our creatures, good job :D
David Bacuvka Suggestions & Feedback 6 8.837 19-09-2015, 07:50 PM
    Thread: Creature Idea - Evil mice
Post: RE:

nice idea, not sure about the model though, liked the old one more, what is that anyway? rat with thorns? more than evil, it looks broken anyway looking forward to more engine(rat) based structures
David Bacuvka Suggestions & Feedback 7 10.976 19-09-2015, 07:48 PM
    Thread: Spelling Errors - Help to find them all in the game!
Post: RE:

just a quick note related to text, road tooltip from build menu is same as reinforce wall
David Bacuvka Old Bugs/Issues & Crashes 21 23.363 06-07-2015, 10:49 PM
    Thread: 0.9c - UI scaling
Post: RE:

i dont count resources in storage, but sometimes I look into production rooms whats on the ground, or want to see how full storage is etc maybe it gets better when we get AA, because looking at it no...
David Bacuvka Old Bugs/Issues & Crashes 8 9.483 06-07-2015, 10:34 AM
    Thread: 0.9c - UI scaling
Post: 0.9c - UI scaling

I usually play zoom out, and I cant read tooltips, nameplates, pretty much everything becomes jagged/blurred maybe its too small, maybe low res, but forces me to zoom in just to read it Question is. ...
David Bacuvka Old Bugs/Issues & Crashes 8 9.483 05-07-2015, 08:02 PM
    Thread: 0.9c - Ladder bug
Post: 0.9c - Ladder bug

Creatures seem to ignore empty block and walk through the air going up ladder, going down works fine [Image: http://s23.postimg.org/irl3r83tz/20150705_121230.jpg] ps: also question related to this i...
David Bacuvka Old Bugs/Issues & Crashes 2 3.948 05-07-2015, 07:51 PM
    Thread: Website membership support
Post: RE:

same problem here :(
David Bacuvka Questions & Help 34 58.843 10-06-2015, 09:00 AM
    Thread: Is skirmish coming any time soon?
Post: RE:

still it would not hurt to have skirmish against ai (even with all things not in place), so game could be tested in combat, not to mention it takes testing to have ai with at least half brain. Worst c...
David Bacuvka Questions & Help 7 9.208 09-06-2015, 11:14 AM
    Thread: Is skirmish coming any time soon?
Post: RE:

i know its not meant to be sim, but due to complexity of actual dungeon, and its work flow, its hard to imagine fluid 1v1 gameplay, which is not entirely focused on managing your dungeon, leaving comb...
David Bacuvka Questions & Help 7 9.208 07-06-2015, 10:10 PM
    Thread: Is skirmish coming any time soon?
Post: Is skirmish coming any time soon?

I mean, sandbox is all fun if you are into building dungeons. I get the vibe from dwelvers it will be more sim than fight, because dungeons are complex, too interconnected, losing few tiles/rooms coul...
David Bacuvka Questions & Help 7 9.208 07-06-2015, 05:52 PM
    Thread: 0.8j-2 - Set Keys
Post: RE:

works fine here
David Bacuvka Old Bugs/Issues & Crashes 4 5.769 15-02-2015, 04:01 PM
    Thread: 0.8i - CPU Hog
Post: RE: 0.8i - Bug/Issue - CPU Hog

(13-02-2015, 11:57 AM)2Xmatch Wrote: I'm sorry to report but i'm not noticing any increase in performance.what are you reporting? poor performance on your PC or CPU still at 100% after patch
David Bacuvka Old Bugs/Issues & Crashes 15 17.505 13-02-2015, 09:49 PM
    Thread: Traps
Post: RE:

since pipes are in walls/floor maybe it should not be visible :)
David Bacuvka Questions & Help 4 6.415 07-10-2014, 03:09 PM
    Thread: Traps
Post: RE:

its not that, they destroy it from adjoining tile never moving on the pad, problem is, when there is no creature for them to attack they just attack trap system, and since i dont want to fight inside ...
David Bacuvka Questions & Help 4 6.415 03-10-2014, 03:56 PM
    Thread: Creature Mechanic - Controlling creature production
Post: RE:

i think current way is great, but I would like removal of incremental production time, if i can make them happy why would you punish me by slowing production? time should scale only with happiness not...
David Bacuvka Suggestions & Feedback 10 13.286 01-10-2014, 08:06 PM
    Thread: Traps
Post: Traps

How they are supposed to work if enemies just destroy pads before stepping on them?
David Bacuvka Questions & Help 4 6.415 28-09-2014, 12:47 PM
    Thread: Room Mechanic - Remove Storage imps
Post: RE:

if we remove them, and put transporting on the room imps, we remove very annoying aspect of centralized transportation, if its overloaded, everything is overloaded ... single overloaded room would not...
David Bacuvka Suggestions & Feedback 2 4.359 27-09-2014, 07:20 PM
    Thread: Room Mechanic - Remove Storage imps
Post: Room Mechanic - Remove Storage imps

Do we need them? Are they just slowing everything down? Do we need middle man to do the 1 tile moving? I suggest we remove them and let imps store and pick items they need right from the tables/barre...
David Bacuvka Suggestions & Feedback 2 4.359 27-09-2014, 06:17 PM
    Thread: Creature Mechanic - Imp priorities
Post: RE: Creature Mechanic - Imp priorities

(27-09-2014, 05:48 PM)Mello Tonin Wrote: So I am trying my hardest to get a successful run in hard mode, but one thing that is really hampering my success is the fact that Imps would rather be picki...
David Bacuvka Suggestions & Feedback 128 158.152 27-09-2014, 06:13 PM
    Thread: Creature & Room Mechanics - Empty rooms and imps
Post: Creature & Room Mechanics - Empty rooms and imps

I would like to see simple tweak: do not assign imps to the empty room current state, you make 10x10 room they build few tiles here and there and each of them will suck one imp until they join togeth...
David Bacuvka Suggestions & Feedback 1 3.275 27-09-2014, 05:44 PM
    Thread: I & S - Customizable map seed generator
Post: RE:

i would like to see another two things 1. time before enemies are active 2. safe area around DM where you dont put digging enemies (only portals right now?) maybe not manually set up but definitely ...
David Bacuvka Suggestions & Feedback 1 3.520 22-09-2014, 10:09 AM
    Thread: Room Mechanic - Disabling room
Post: RE:

lets say your free imps die during attack, and you need them to pick up injured, or build walls, etc, and rest is stuck in the rooms, not doing anything i want easy way to temporally disable unneeded...
David Bacuvka Suggestions & Feedback 3 5.268 21-09-2014, 11:18 AM
    Thread: Room Mechanic - Disabling room
Post: Room Mechanic - Disabling room

Pls add disable/stop button to the room, to free the imps/workers
David Bacuvka Suggestions & Feedback 3 5.268 19-09-2014, 09:45 PM
    Thread: Construction Mechanic - Rock Wall building modification
Post: Construction Mechanic - Rock Wall building modific...

Draging rock wall should not build above starting floor and should fill the holes with multiple blocks to reach starting level of drag meaning it should be possible to build wall on unfinished wall, ...
David Bacuvka Suggestions & Feedback 2 4.338 19-09-2014, 09:16 PM
    Thread: Creature Mechanic - Imp priorities
Post: Creature Mechanic - Imp priorities

After messing with hard mode, I suggest you implement something like this: is there enough resources for current production/buildings? yes => transfer no => gather missing ones gathering of no...
David Bacuvka Suggestions & Feedback 0 2.215 15-09-2014, 04:24 PM
    Thread: Room Mechanic - Removing the imp assignment from the rooms
Post: RE:

with this change i would like to see workload setup, eg. you could set 0-100%(default would be 100) workload to the room (one or all of the same type or all of them) and imps would be assigned based o...
David Bacuvka Suggestions & Feedback 9 11.509 23-08-2014, 06:50 PM