-----------------------
- Added Hedgehog. Only exists on four forest, and two grass biomes. Gives quills.
- Made it so that you can, instead of describing a memorized person to someone else, describe that person to a blank parchment. The parchment can then be used by someone else to memorize the described person. Recently suggested here
- Added Omelette, food.
- Added Silkspun seam, gilding.
- Added Forager's Brooch, gilding.
Siege Changes
-----------------------
- Reversed a previous siege change in that: Overlapping Claim Shields (again) have a symmetrical relationship in that: If either is down, the other is also down. Thus: If a Village Shield is down, underlying Private Claim Shields do not apply, and if a Private Claim Shield is down, then a Village Shield over it does not apply. If you fire at an object covered by a Private Claim and a Village Claim, you will target the private Claim's Shield. A Claim without Authority/Presence is disregarded, so if the Private claim lacks Presence the Village Shield applies, and if the Village lacks Authority, the Private Claim Shield applies.
- New Villages again start at full shield.
Key Fixes
-----------------------
- There is now an option to dismount riders from their horses. If you are unmounted yourself, and can get close enough, you can dismount a rider by right-clicking the horse, and choosing "Dismount Rider", quite simply. You need at least half the strength of the rider to accomplish this, and if the rider is dismounted he is also stunned for a few seconds, longer depending on which angle you dismounted him from. Short stun when approaching the rider head on, medium stun from the sides, and long from behind. The horse has some chance of fleeing when a rider is dismounted in this fashion.
- Changed the escape behaviors of horses. Tamed horses now dismount their rider and flee when dealt damage, instead of attacking. Wild horses dismount their rider and flee when attacked.
Small Fixes
-----------------------
- Satiations should now display both name and icon in tooltip. Suggested here.
- Hopefully fixed a bug with Storm of Swords. Reported here.
- Improved barter stand graphical behavior on account of this. Still has some suboptimal interactions, but we know what the problem is now, at least. Generally speaking they should now display their items most of the time.
- Fixed a small problem with black pepper's small bucket icon.
- Reduced mental weight for Squirrel Tail from 8 to 6.
- Buffed base chance to slot Ranger's and Lawspeaker's gear, Cylinder Hat, Merchant's Robe, and a couple of others.
In the Pipe
-----------------------
- Loftar is still on floating point coordinates.
- We have spent a fair amount of time discussing/gearing up for some work on the combat system, which we will try to implement for our patch next week, barring divine inspiration to the contrary. Generally speaking our ambition is to try to find a happy medium between the present combat system and Legacy's combat system. The points we want to address are:
- Remove all randomness and the idea of a deck more or less with it.
- Retain the idea of a reduced selection of attacks/moves available during actual combat, relative the total number of attacks/moves in the game, but increase it from five to at least a full hotbelt.
- Retain the idea of combat discoveries.
- Gankiness is a problem with the present combat system. Partly this is due to the damage model, but another part is how blocking works. Return to one defense meter per some formulation, and make it non-dependent on a first input, i.e. you should have a defense meter without having to activate a block.
- We are a bit skeptical of global combat states -- intensity, advantage -- but may nevertheless implement some. Legacy's concept of some shared states that both parties could affect was at least somewhat interesting.
- One thing we do like with the present system is how blocks can have various special effects when cleared, timed out, hit, or whatever, and we'd like to try to retain the buff based mechanics in one way or another.
- We are considering the interactions between horses and combat, as illustrated by the abovementioned changes.
Enjoy!