jorb wrote:We've been developing, and here's what's new...
I will ignore nice things because I'm only human and that's what we do. I will bitch about the shit things and try to offer alternatives, I will praise the great things maybe, the things I'm unsure about I will approach as the whim leads me.
[*] Claim shields have been removed entirely, quite simply.
[*] Catapults and battering rams dry, initially in 24 hours, and then in 8 hours after repairs.
[*] Brick walls have 10000 health, 50 soak, and can be repaired for 500 health every two hours.
[*] Palisades have 2500 health, 30 soak, and can be repaired for 250 health every two hours.
Haven't experienced claim shield siege so fuck if I know if this is good or bad.
[*] Your claim will warn you on login if a siege machine has been set to dry within a hundred tiles of any point on it.
Does it work for village claim too?
[*] Added Visitor Gates. Normal gates no longer give the visitor debuff when entered. A player may, for Palisades and Brick Walls, choose to build a Visitor Gate instead of a normal gate. A visitor gate is indicated by two red flags, fluttering in the wind, ontop of it. Players entering through a Visitor Gate will receive a Visitor debuff, exactly as they normally would now. You cannot enter through Visitor Gates if you have an open combat relation.[/list]
Airlocks the village.
[*] When you buy the "Rage" skill, you lose your immunity to further damage after being knocked out. Suggested here. The intention being that you opt in to both the abilities to attack and die at the same time.
I love this one. I will probably regret my love later when someone figures how to really break this but for now I love it.
[*] All Natural wonders will initiate as depleted, as will the Mandrake pool.
Good
[*] There is now decay in caves, albeit only about 1/10th of what it is in the overworld.
I don't mind this too much as long as you give us a replacement for cupboards, same size same fooprint.
If it affects mine supports it will be interesting I guess we'll plant mushrooms for the stuff we really care about.
[*] Implemented travel weariness for travel along roads. Roads are cheaper to travel along than charter stones.
Can still drink to remove the weariness? Slows down early game but potentially stops combat alts travelling, either that or will be completely useless will see.
[*] Charter stones do not work over deep ocean.
Interesting experiment we'll see how it pans out. Lots more water travel for sure.
[*] Moved travel weariness from trait Charisma to trait Will. You can travel further with increased Will.
Give more Will foods, also any extra stats needed for combat chars is good, makes them be more on par with crafters and and hermits in their need of balanced stats.
[*] Roads block themselves, and can't be built in a weird line that can't be followed by foot.
Fucking roads man. Does that mean no more roads that cross any kind of water? Or what does it mean?
[*] Belts can't be held and used while in an inventory, but are significantly more generous in what they hold.
No idea what this means (probably pvp abuse) but the more tools I can hold the better.
[*] Mine supports, except for Tower caps, are damaged every time they prevent a cavein.[/list]
Domino cave-ins? Guess mushrooms are a must now to keep your dwarven empire safe.
[*] If your highest base attribute is lower than, or equal to, the quality of a symbel item, you get the full effect of that symbel item, and otherwise the effect of the item diminishes the higher your highest base attribute is above the quality of the symbel item.
how much?
[*] The effect of the symbel fire has been significantly reduced.
how much?
[*] Most foods only satiate one food category
[*] Food items generally only satiate food categories to which that food item itself belongs..
good
[*] Satiations heal naturally in about one ingame day, this instead of the old effect of healing the lowest satiation whenever you had four satiations below 50%.
Should slow down fep intake a bit but it depends on how much nerf is on the symbel
[*] A food item affected by several satiation categories only counts the most satiated one among those categories, this instead of using the product of all such categories.
[*] Drinks reduce satiations much like they do now, but each drink targets multiple food categories, some better than others, and drinks do not give an actively positive bonus to anything.
Better late than never
[*] Adjusted the multipliers from the hunger level, and they are now, from Ravenous to Overstuffed: 3, 2, 1.5, 1, 0.9, 0.75, and 0.5. You will, thus, never eat at worse than a 50% penalty due to hunger level.
300%.........
[*] Looked over all food items in the game (you're welcome) and buffed all foods that have not been used (we checked), or have seemed undercosted relative their complexity. No clue if good, but at least different.
You guys rarely have a correct apreciation on how hard or easy ingredients are to mass produce so you fuck up recipes due to that. Let's hope this is a step in the right direction.
[*] Base effect of pepper lowered from 50% to 25%.
[*] Peppered foods now have a chance to give you a Bum Burn wound.
Hated pepper since it was introduced, I hear people botted it anyway, they'll still bot it. Maye if their ass burns enough from the new wound it might temper the enthusiasm.
[*] Removed the death bonus from Credos.
While a good idea you need to implement methods to lower the reqyuirments when stacking many.
[*] Wild animals are now hardcapped in quality by the survival values of everyone who has dealt damage to them.
I don't mind the cap I mind that again we're having even more nodes being obscured. Instead of allowing harthlings to discover nodes without having pure and simple dumb luck. Been asking for making node quality visible for years and you do the oposite...
[*] Natural quality fields cover larger areas.
Should be a good thing I guess.
[*] Cheese racks soft cap quality of cheese.
Fuuuuck, you never made cheese have you jorb, not like real people have, making trays every couple of weeks was cancer , now it's terminal and worse they won't even match colors, this is horror
[*] The base growth speed of crops has been lowered.
Ugh, even longer early game
[*] The growth speed of trees is now randomized over the map, meaning that different trees will grow with varying speeds in varying locations.
No just no. Especially without a way to tell how long it would take, give us 100% accuracy estimate tool and I'll consider it though it will still be shit for silk and other important trees that you can't replace.
[*] You can no longer pick any fruits or nuts from trees or bushes when they aren't fully grown, as it were in Legacy.
This is probably good, should give some flexibility. Still needs looking at some trees that have too few seeds.
[*] All tree/bush produce is now quality modified with the growth stage of the tree/bush.[/list]
A hassle to keep the shit mulberry leaves from the good but we'll manage.