Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby Ozzy123 » Thu Jan 31, 2019 12:25 am

jorb wrote:
Ozzy123 wrote:Can't you read? The group of 30 or 50 people surely won't stay there for 100+ hours, they will have to sleep or do anything, maybe they could have groups of 10 people that would just swap but then still the defenders can just swarm that group with 30 or 50 anytime they want because they don't have to defend 24/7 and attackers have to protect the catapults 24/7.


You won't need a 100+ hours if you scale up your siege effort. I am open to adding swarm protections to the siege machines, and it seems like a trivial fix.


Yeah I'm not saying its terrible, just needs some polishing and I can see this sieging system being way better than the previous one
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Re: Prelude, pt. II: World 11 Changelog

Postby captainmorgan » Thu Jan 31, 2019 12:26 am

jorb wrote:Added Visitor Gates. Normal gates no longer give the visitor debuff when entered.

So why would anyone build a normal gate?
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Re: Prelude, pt. II: World 11 Changelog

Postby jorb » Thu Jan 31, 2019 12:26 am

ChildhoodObesity wrote:think the rage idea is OK, but i really just see the best chars not buying rage and waiting for people to aggro them and murder alts being big


I've contemplated that a fair bit, and I don't see it. Why would I give a shit about your char if you can't even attack me? You are by definition outside of the fight until I choose to bring you in. Seems like a massive edge.

Granted, you have more experience than I, but I'd need to be convinced, at least.
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Re: Prelude, pt. II: World 11 Changelog

Postby jorb » Thu Jan 31, 2019 12:26 am

captainmorgan wrote:
jorb wrote:Added Visitor Gates. Normal gates no longer give the visitor debuff when entered.

So why would anyone build a normal gate?


To be able to get inside of a walled compound with an active combat relation.
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Re: Prelude, pt. II: World 11 Changelog

Postby ChildhoodObesity » Thu Jan 31, 2019 12:27 am

also can u add the option to light cheese racks on fire and have theem spread to other cheese racks within 1 tile haha, then we wont need to bash them all every month when we go to build new 1s
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Re: Prelude, pt. II: World 11 Changelog

Postby GamingRAM » Thu Jan 31, 2019 12:27 am

jorb wrote:Perhaps a good idea! Could at least consider making it indestructible for the first 12, 14, x, hours, or something. Will consider.


Couldn't someone place their siege weapon on the wall first, and then in say right before the 12 hour mark they put another one right in front of the gate, effectively trapping the defenders?

Indestructible objects like sound like they can easily be used for griefing.
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Re: Prelude, pt. II: World 11 Changelog

Postby jorb » Thu Jan 31, 2019 12:28 am

Ozzy123 wrote:Yeah I'm not saying its terrible, just needs some polishing and I can see this sieging system being way better than the previous one


That sounds promising, I think.

It's basically Legacy's system.
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Re: Prelude, pt. II: World 11 Changelog

Postby jorb » Thu Jan 31, 2019 12:28 am

GamingRAM wrote:
jorb wrote:Perhaps a good idea! Could at least consider making it indestructible for the first 12, 14, x, hours, or something. Will consider.


Couldn't someone place their siege weapon on the wall first, and then in say right before the 12 hour mark they put another one right in front of the gate, effectively trapping the defenders?

Indestructible objects like sound like they can easily be used for griefing.


Well aware, and I wouldn't do that naively. I was envisioning a walking zone around them, or something.
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Re: Prelude, pt. II: World 11 Changelog

Postby ricky » Thu Jan 31, 2019 12:28 am

Looks cool.

Perhaps have the food hunger buff cap at x2 though. So at both extremes you'll either have double or half as much fep per food item.
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Re: Prelude, pt. II: World 11 Changelog

Postby jorb » Thu Jan 31, 2019 12:29 am

ChildhoodObesity wrote:also can u add the option to light cheese racks on fire and have theem spread to other cheese racks within 1 tile haha, then we wont need to bash them all every month when we go to build new 1s


lol. Will consider.
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