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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Villages Extended Further
Stats-wise, they are the same as the soldier's helmet, but they are easier to make.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Hamel
- Posts: 356
- Joined: Tue Jun 02, 2009 4:45 pm
Re: Game Development: Villages Extended Further
Yep. Only one wrought iron and one wood block. It makes them much easier to replace than soldier's helms.
Edit: Eh, doesn't a soldier's sword seem like a bit of a high requirement for a statue? Maybe it should just be a single steel bar.
Also, a late question about banners, what do the numbers you see when you right-click them mean?
Edit: Eh, doesn't a soldier's sword seem like a bit of a high requirement for a statue? Maybe it should just be a single steel bar.
Also, a late question about banners, what do the numbers you see when you right-click them mean?
The grumpiest tree you ever did see.
Character: Hamel, previously Chieftain of Ancient Bottleneck, a founding father of the Confederation of Bottleneck. Currently a hibernating soul.
Character: Hamel, previously Chieftain of Ancient Bottleneck, a founding father of the Confederation of Bottleneck. Currently a hibernating soul.
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Malicus
- Posts: 333
- Joined: Sat May 30, 2009 5:01 am
Re: Game Development: Villages Extended Further
When running into a claim with this off, it tells me who owns the claim. This makes it WAY too easy to identify who lives there, and this information could be used for malicious purposes. I think it should not reveal who owns the claim.jorb wrote:Crime toggle: There is now a "Criminal Acts" action in the adventure menu which can be used to toggle between allowing and disallowing your character to perform criminal acts. If this is set to 'off', your character will refuse any action that would produce a clue.