jorb wrote:Rivers should now connect various bodies of water.
Rivers should generally be larger.
These changes might make it a bigger problem anyways
jorb wrote:Rivers should now connect various bodies of water.
Rivers should generally be larger.
jorb wrote:
Fate Forage
Fate forageables have been significantly reworked, and should now appear more reliably.
Kyaaa wrote:If the Fate system is still a thing
jorb wrote:We've been developing, and here's what's new.
Quality Nodes
We considered removing the tri-quality system entirely, and we still may in the future, but in the end decided to simply generate more coherent quality nodes instead. Quality nodes you find should now generally/more often have some amount of quality in all dimensions, albeit with some distribution.
jorb wrote:Siege & PvP
- Added catapults. Catapults have 750HP, and can be used while they have more than 150HP. Catapults take 3HP damage per map pixel they move, and 200HP damage each time they fire. A catapult can be used six hours after it is built, and one hour after each repair. Catapults have a soak value of 3. Catapult shots deal, randomly, from 600HP and upwards. It is not possible to launch Hearthlings yet.
- Added a Shield to all claims. In order to attack a claim using a Siege Engine you will first have to break the Shield. While the shield is up, all damage dealt by Siege Engines to structures under the claim will be diverted to the shield. The Shield has 60000 HP, but can only take a maximum of 4000HP damage per hour. The shield's damage resistance increases with damage it takes, but is reset every hour. The shield regenerates 1000HP each hour. Once a shield reaches zero HP left it will break. A broken shield comes back online once it reaches 8000HP. You can find out the status of a claim's shield by inspecting the ground.
- Log Cabins have 5 soak and 5000HP. Timber Houses have 7 soak and 7000HP. Stone Steads have 10 soak and 10000HP. Stone Mansions have 12 soak and 12000HP. Great Halls have 25 soak and 25000HP. Stone Towers have 30soak and 30000HP.
- Thus: By adding more catapults/battering rams to a siege you can break a claim shield faster, asymptotically approaching a theoretical maximum of 3000 damage per hour (4000HP damage minus 1000HP healed), meaning that the fastest speed in which you can break a claim is 20 hours from the first siege engine hit, which gives 26 hours if you count the initial drying time on catapults. Once a shield breaks, siege engines will deal damage to objects as normal.
- Do note that destruction by hand is unaffected by the shield.
- We intend to align the battering ram more with this system as well, but for now it works as it always has until we've had time to implement a more civilian wrecking ball for peaceful purposes.
- Construction and repair of Siege Engines are all limited by a new resource.
- Nidbanes are now limited by a new resource.
jorb wrote:Miscellanea
[list]
[*] The energy meter has been extended to hold 10000 energy, rather than 5000. New characters start at 5000 energy. Healing occurs above 8000 energy. Hard labour -- soil digging & mining -- is only possible above 5000 energy. We realize that levling soil sucks, and we want to improve that significantly, but for now we just hate your slave alts. Fuck 'em.
Tamalak wrote:At least give me the choice to spawn in the same supergrid as a friend so it doesn't take ages to get to them.
It is MUCH HARDER to introduce friends to the game when you can't spawn together.
jorb wrote:Miscellanea
[list]
[*] The energy meter has been extended to hold 10000 energy, rather than 5000. New characters start at 5000 energy. Healing occurs above 8000 energy. Hard labour -- soil digging & mining -- is only possible above 5000 energy. We realize that levling soil sucks, and we want to improve that significantly, but for now we just hate your slave alts. Fuck 'em.
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