Game Development: Castles in the Sand

Announcements about major changes in Haven & Hearth.

Re: Game Development: Castles in the Sand

Postby CapnCliff » Thu Nov 12, 2015 2:36 am

add more siege machines. catapults and such
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Re: Game Development: Castles in the Sand

Postby jorb » Thu Nov 12, 2015 2:36 am

RedKGB wrote:I need to ask, is this in response to our village getting leveled?


R'lyeh? No, not at all. That seemed like a fair enough engagement. This is unrelated.
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Re: Game Development: Castles in the Sand

Postby sorvolge » Thu Nov 12, 2015 2:37 am

stone towers are buildable underground... hu lol
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Re: Game Development: Castles in the Sand

Postby jorb » Thu Nov 12, 2015 2:37 am

ChildhoodObesity wrote:
jorb wrote:
ChildhoodObesity wrote:that claim thing is very dumb, v disappointed jorb


Why is it? It doesn't make raiders much worse off than they were.

ppl deserve 2 be punished for forgetting 2 close their gates ok, is there even a point in closing them anymore?


You can close them if you want to prevent people from passing, but otherwise, no. There's not much need. I don't think being punished for forgetting to close a gate is the best raiding mechanic imaginable, though, so I don't mind that.
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Re: Game Development: Castles in the Sand

Postby Itanu » Thu Nov 12, 2015 2:38 am

Jorb wrote:
But we did, doe?

Perceptual blindness on my part :x
how did I miss this?
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Re: Game Development: Castles in the Sand

Postby jorb » Thu Nov 12, 2015 2:38 am

Kelody wrote:Does that mean stealing a master key is no longer a ticket to plunder?


Indeed. Another change that seems positive.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: Game Development: Castles in the Sand

Postby MightySheep » Thu Nov 12, 2015 2:38 am

jorb wrote:
RedKGB wrote:I need to ask, is this in response to our village getting leveled?


R'lyeh? No, not at all. That seemed like a fair enough engagement. This is unrelated.

If using alts to get in and grief villages is fair enough then why did burg reveal IP addresses when we did it? Such favoritism.
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Re: Game Development: Castles in the Sand

Postby venatorvenator » Thu Nov 12, 2015 2:38 am

Can castles be build with glass?

Thanks for the update, it was awesome in many respects.
Xcom wrote:Most good things last only a short time
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Re: Game Development: Castles in the Sand

Postby InfernoI » Thu Nov 12, 2015 2:38 am

Astarisk wrote:Yeah, I'm not a fan of jumping the gun on that claim changes. It pretty much just kills raiding entirely. I foresee so much wrong with it, it'd take me a bit just to type it out.


In anticipation of seeing a LOT of comments like this. If you guys oh i dunno. Bash into a wall, and don't walk through a claim, hypothetically ya'll should be able to raid. Amirite Jorbtar?
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Re: Game Development: Castles in the Sand

Postby Minion » Thu Nov 12, 2015 2:39 am

The no crime thing only applies to gates right? Not mineholes and caves?

What happens if I pass through a gate after breaking in?

Should I build gates everywhere inside the walls to stop raiders getting further? Like a maze... :D
Last edited by Minion on Thu Nov 12, 2015 2:39 am, edited 1 time in total.
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