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Raephire
- Posts: 648
- Joined: Wed Jun 10, 2009 3:34 pm
Re: New wall ideas, and Further Village development
What we need is siege weapons being the ONLY way to damage walls brick or stronger.
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CG62
- Posts: 591
- Joined: Thu Sep 03, 2009 2:45 am
- Location: <Insert Witty Location Here>
Re: New wall ideas, and Further Village development
We also need the ability to mount pots of boiling tar on top of stone walls.
Right click > Dump pot = Charred hearthling
Right click > Dump pot = Charred hearthling
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CG62
- Posts: 591
- Joined: Thu Sep 03, 2009 2:45 am
- Location: <Insert Witty Location Here>
Re: New wall ideas, and Further Village development
Bump-a-dump-dump.
No one else thinks we need stone walls?
No one else thinks we need stone walls?
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Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: New wall ideas, and Further Village development
why would they add stone walls or siege weapons or animal domestication or improve the UI or a hundred other things, when they could add..... fish and vending stands
:loftard:
:loftard:
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Raephire
- Posts: 648
- Joined: Wed Jun 10, 2009 3:34 pm
Re: New wall ideas, and Further Village development
The illusion of updates?
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Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: New wall ideas, and Further Village development
after considering that we now possess Hero!! scents, no doubt one of the nearing updates will involve some sort of scent decay
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Raephire
- Posts: 648
- Joined: Wed Jun 10, 2009 3:34 pm
Re: New wall ideas, and Further Village development
I'm content with farming now :3 I wont leave scents until they do decay.
Too many cowards only attack when you cant defend
Too many cowards only attack when you cant defend
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: New wall ideas, and Further Village development
If you want a rationale, it is because we have spent more time during our last couple of dev sessions discussing the high-level future development, and then we've taken the time we've "got left" to implement something relatively small that seemed interesting at the moment. Fishing and stone mansions were added to appease people who just wanted more stuff to do, and we've wanted to experiment with vending stands for a while now just to see how they would affect trade (please see them as an experiment).Jackard wrote:why would they add stone walls or siege weapons or animal domestication or improve the UI or a hundred other things, when they could add..... fish and vending stands
"Object-oriented design is the roman numerals of computing." -- Rob Pike
