Traps as ram protection

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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novaalpha
Posts: 1490
Joined: Sun Dec 26, 2010 11:42 pm
Location: Sparta

Re: Traps as ram protection

Post by novaalpha »

make rams breakable only when dried
make hearthling bodies destroyable/movable
ScegfOd
Posts: 284
Joined: Wed Oct 07, 2009 5:52 am

Re: Traps as ram protection

Post by ScegfOd »

that post makes me think that alt spam for protection might be a viable option....
I SUMMON A WALL OF ROTTING CORPSES!
>_>
loftar: New hair styles? Really? Seeing how Jorb never gets off his lazy ass to draw some, I almost want to add them to the game proper.
jorb: stfu n00b.
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DatOneGuy
Posts: 5553
Joined: Sun Apr 18, 2010 7:50 am
Location: I'm in Miami, trick.

Re: Traps as ram protection

Post by DatOneGuy »

24h is a bit much, maybe 1~8 hours?

Other than that, hell yeah.
SpiderJerusalem wrote:btw, disarming traps should leave scent even on unclaimed land.
Would be better if successful disarm didn't, but a failure did. (and they lasted quite some time).
Or if that a success lasts a few hours, a failure a few days.
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