Stuff: Persistent Cadavers

Announcements about major changes in Haven & Hearth.

Re: Stuff: Persistent Cadavers

Postby fartbarter » Thu Jul 01, 2010 3:32 am

As someone who just got a strongbox to have some kind of really secure overnight storage when I stop my wagon: ffffffffffffffff
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Re: Stuff: Persistent Cadavers

Postby DatOneGuy » Thu Jul 01, 2010 3:33 am

Potjeh wrote:1) Pump up ridiculous str and pour all LP into smithing
2) Suicide
3) Reincarnate and push to full tradition
4) Sacrifice items till you get enough for a hammer and anvil
5) ???
6) Profit

I'd go for the q400 beets before I bother with that.

Tradition just became viable as a major slider option. Strongbox change still sucks.
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Re: Stuff: Persistent Cadavers

Postby Tacheron » Thu Jul 01, 2010 3:38 am

loftar wrote:There is the Prayer of Life, which costs 20 Numen Points, and will take a seed (any seed) in your inventory, and change its quality to that of your ancestors' Farming stat (not softcapped).


Awesome, I will definitely be using this to get my q2 pumpkins to q120 :D

EDIT: I forgot to mention that the default ancestors (of a nublet character) have been changed from being of noob stats, to having 10, 20 and 40, respectively in order of age, in all stats, which means that the "collective ancestor" of new characters will have 30 in all stats.


I'm not sure I understand what you're saying. Do you mean that with each successive reincarnation, the new characters get better stats up to 40?
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Re: Stuff: Persistent Cadavers

Postby loftar » Thu Jul 01, 2010 3:41 am

Tacheron wrote:I'm not sure I understand what you're saying. Do you mean that with each successive reincarnation, the new characters get better stats up to 40?


You may want to read the original description of ancestral worship.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: Stuff: Persistent Cadavers

Postby SlamBliss » Thu Jul 01, 2010 3:42 am

fartbarter wrote:As someone who just got a strongbox to have some kind of really secure overnight storage when I stop my wagon: ffffffffffffffff

See? People who are innocent always get screwed by stuff like this.
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Re: Stuff: Persistent Cadavers

Postby loftar » Thu Jul 01, 2010 3:44 am

Potjeh wrote:1) Pump up ridiculous str and pour all LP into smithing
2) Suicide
3) Reincarnate and push to full tradition
4) Sacrifice items till you get enough for a hammer and anvil
5) ???
6) Profit

There is some danger; but on the other hand, it is far from trivial. I'd like to test it. :)
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: Stuff: Persistent Cadavers

Postby Sobatsoku » Thu Jul 01, 2010 3:57 am

correct me if im wrong, but i seen a pink looking pig face in 1 of the sacrifices, not boar meat either. "raw pork"'

EDIT: ok its already been mentioned. Serves me right for not reading thru before posting this sorry.
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Re: Stuff: Persistent Cadavers

Postby sabinati » Thu Jul 01, 2010 4:13 am

Potjeh wrote:1) Pump up ridiculous str and pour all LP into smithing
2) Suicide
3) Reincarnate and push to full tradition
4) Sacrifice items till you get enough for a hammer and anvil
5) ???
6) Profit


i mean, the cost will be INSANE, but yeah
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Re: Stuff: Persistent Cadavers

Postby Tacheron » Thu Jul 01, 2010 4:16 am

DisasterMedic wrote:You can bottle beer now, too. What a waste of effort.


This is not new. And this is great, imo.
This is not a test of power
This is not a game to be lost or won
Let justice be done
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Re: Stuff: Persistent Cadavers

Postby DatOneGuy » Thu Jul 01, 2010 4:16 am

sabinati wrote:
Potjeh wrote:1) Pump up ridiculous str and pour all LP into smithing
2) Suicide
3) Reincarnate and push to full tradition
4) Sacrifice items till you get enough for a hammer and anvil
5) ???
6) Profit


i mean, the cost will be INSANE, but yeah

The softcap kinda helps this I'd imagine.

Maybe I'm misunderstanding the change v tradition in LOSING numen (tradition would lose 3 if under the quality change would lose 1/3?), but if it works that way numen would really start to suck to get past 110 or so.
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