Game Development: Ancestral Worship

Announcements about major changes in Haven & Hearth.

Re: Game Development: Ancestral Worship

Postby loftar » Sat Oct 17, 2009 7:27 pm

Delamore wrote:It should require multiple people over X strength and some kind of siege machine, even if it's just a log you all carry to bash it.

I agree. It's just pending the implementation of such machines.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 9045
Joined: Fri Apr 03, 2009 7:05 am

Re: Game Development: Ancestral Worship

Postby Delamore » Sat Oct 17, 2009 7:53 pm

Potjeh wrote:Didn't you die at Voodoodog's hands :P

No that was a dirty lie that Voodoo was too stupid to figure out even though he was supposed to have been the guy who killed me.
User avatar
Delamore
 
Posts: 1233
Joined: Mon Jul 13, 2009 9:11 am

Re: Game Development: Ancestral Worship

Postby Potjeh » Sat Oct 17, 2009 7:54 pm

I see you're still in the denial phase. You must accept the trauma to overcome it.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11811
Joined: Fri May 29, 2009 4:03 pm

Re: Game Development: Ancestral Worship

Postby Delamore » Sat Oct 17, 2009 8:00 pm

Potjeh wrote:I see you're still in the denial phase. You must accept the trauma to overcome it.

It is too bad I didn't die, I want a super strength ghost to hang out with.
"Your ghost wants BEAR BANGERS"
User avatar
Delamore
 
Posts: 1233
Joined: Mon Jul 13, 2009 9:11 am

Re: Game Development: Ancestral Worship

Postby Potjeh » Sat Oct 17, 2009 8:01 pm

Are you suggesting you fought VD and lived to tell the tale? Inconceivable.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11811
Joined: Fri May 29, 2009 4:03 pm

Re: Game Development: Ancestral Worship

Postby fructose » Sat Oct 17, 2009 8:51 pm

So if I forfeit, does that effect the benefits/losses incurred with the trad/change slider or is everyone affected by it regardless of their religious beliefs?
fructose
 
Posts: 26
Joined: Thu Jul 16, 2009 3:40 pm

Re: Game Development: Ancestral Worship

Postby loftar » Sat Oct 17, 2009 8:58 pm

After thinking things through just a little, I have decided to introduce the following changes after the next server restart:
  • Everyone will have the ability to build altars and sacrifice at them, regardless of whether they have real ancestors or not, and the non-existent ancestors will be counted as having noob values. It is, after all, pretty pointless to assume that everyone should start by drowning three characters. ;)
  • I have removed the Lembas prayer. Lembas shouldn't be ingame items. Thanks for reminding me, Potjeh; it is odd how I could have even thought of it, seeing how I've always thought the same way about Lembas.
  • The Prayer of a Lost Child will only fill in a random number of grids, depending on the perception/exploration of the ancestors. It is very important that all prayers are heavily affected by the strength of the ancestors. In the light of its lowered general utility, it will cost 10 points of numen instead. This way, only the prayer for bread will be relatively unaffected by the strength of the ancestors (though the quality of the bread is, of course, affected by their cooking skills), but it is so trivial that it doesn't matter much anyway.
I'll update the OP to match.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 9045
Joined: Fri Apr 03, 2009 7:05 am

Re: Game Development: Ancestral Worship

Postby jorb » Sat Oct 17, 2009 9:05 pm

loftar wrote:After thinking things through just a little, I have decided to introduce the following changes after the next server restart:
  • Everyone will have the ability to build altars and sacrifice at them, regardless of whether they have real ancestors or not, and the non-existent ancestors will be counted as having noob values. It is, after all, pretty pointless to assume that everyone should start by drowning three characters. ;)
  • I have removed the Lembas prayer. Lembas shouldn't be ingame items. Thanks for reminding me, Potjeh; it is odd how I could have even thought of it, seeing how I've always thought the same way about Lembas.
  • The Prayer of a Lost Child will only fill in a random number of grids, depending on the perception/exploration of the ancestors. It is very important that all prayers are heavily affected by the strength of the ancestors. In the light of its lowered general utility, it will cost 10 points of numen instead. This way, only the prayer for bread will be relatively unaffected by the strength of the ancestors (though the quality of the bread is, of course, affected by their cooking skills), but it is so trivial that it doesn't matter much anyway.
I'll update the OP to match.


All good calls and I agree with them. Consider giving regional maps/several local maps of the bordering locales if more than 25 grids could be filled in using Prayer of a Lost Child.
"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."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18436
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Game Development: Ancestral Worship

Postby Potjeh » Sat Oct 17, 2009 9:30 pm

You're a cool guy so I think we should still pray to you, Loftar. How about giving us a q10 butter-steamed cavebulb for our prayer?
Image Bottleneck
User avatar
Potjeh
 
Posts: 11811
Joined: Fri May 29, 2009 4:03 pm

Re: Game Development: Ancestral Worship

Postby kimya » Sat Oct 17, 2009 9:32 pm

very good, especially the lembas. but the other stuff aswell. gonna have a look at my newb ancestors now^^
kimya
 
Posts: 845
Joined: Mon Jun 01, 2009 1:35 am

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Claude [Bot] and 2 guests