Added "Chitin Powder", Cave Louse Chitin can now be ground into powder.
Added "Scarab Talisman", curiosity.
Added "Cave Skewer", food.
Key Fixes
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We have attempted to improve Valhalla in some significant ways, to hopefully make it more useful for combat testing.
Set attributes, equipment, and combat decks are saved specifically for Valhalla, and should be the same between sessions. Note that they are not saved per character, but globally for the account.
You have a special ability which can be used to arbitrarily set your combat attributes, within 10-10k without the need for eating from the giant pig. You can not use this ability in combat.
There is a well near the spawn area, and waterskins can be found in the refuse. You may also find quivers full of arrows, and ranger's bows.
You have all combat discoveries and maneuvers available to you.
As always, if you liked what we did here: Support the patch.
Today's Patch Item, for the fair price of $10, is the "Autumn Bounty".
Store Description wrote:$10 All the bounty of the season, with pumpkins, and barley, and cobwebs glittering.
All Gold subscribers have been awarded the Autumn Bounty, free of charge.
In the Pipe
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We have noticed that forts abusing the visitor debuff to provide temporary dodge-in-and-out safehavens are a thing in combat, and don't like that much. We have considered a fix for this problem, which would basically imply giving gates three states: Open, closed, and open for visitors. If the gate is open for visitors, you can enter and get a visitor debuff, but you cannot enter while in combat. If the door is open, you, and anyone, can enter, quite simply, without receiving a visitor debuff. Presumably it would take some time to switch to or from the open for visitors stage. Let us know what you think.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
jorb wrote:
[*] We have noticed that forts abusing the visitor debuff to provide temporary dodge-in-and-out safehavens are a thing in combat, and don't like that much. We have considered a fix for this problem, which would basically imply giving gates three states: Open, closed, and open for visitors. If the gate is open for visitors, you can enter and get a visitor debuff, but you cannot enter while in combat. If the door is open, you, and anyone, can enter, quite simply, without receiving a visitor debuff. Presumably it would take some time to switch to or from the open for visitors stage. Let us know what you think.
pls jorb i beg u do that
epicbuds wrote:just got this game a bad review on my website and will post on every forum and game page i can think of to tell people to stay away from this site this game is a joke
viruseg wrote:Kill all new players for no reason. Polish scum came running and killed me with a crowd. Suck fuck fucks..
jorb wrote:
[*] We have noticed that forts abusing the visitor debuff to provide temporary dodge-in-and-out safehavens are a thing in combat, and don't like that much. We have considered a fix for this problem, which would basically imply giving gates three states: Open, closed, and open for visitors. If the gate is open for visitors, you can enter and get a visitor debuff, but you cannot enter while in combat. If the door is open, you, and anyone, can enter, quite simply, without receiving a visitor debuff. Presumably it would take some time to switch to or from the open for visitors stage. Let us know what you think.
pls jorb i beg u do that
If anything, I should say that a slight alternative on the idea is to, instead of having all gates have these three states, differentiate between visitor gates and ordinary gates, where visitor gates would effectively be "open for visitors" when they are open, quite simply, and ordinary gates would not have the visitor mechanic at all. I'm partial to this solution because it strikes me as more aesthetic, but please voice your opinions on what you prefer.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
jorb wrote:
[*] We have noticed that forts abusing the visitor debuff to provide temporary dodge-in-and-out safehavens are a thing in combat, and don't like that much. We have considered a fix for this problem, which would basically imply giving gates three states: Open, closed, and open for visitors. If the gate is open for visitors, you can enter and get a visitor debuff, but you cannot enter while in combat. If the door is open, you, and anyone, can enter, quite simply, without receiving a visitor debuff. Presumably it would take some time to switch to or from the open for visitors stage. Let us know what you think.
pls jorb i beg u do that
If anything, I should say that a slight alternative on the idea is to, instead of having all gates have these three states, differentiate between visitor gates and ordinary gates, where visitor gates would effectively be "open for visitors" when they are open, quite simply, and ordinary gates would not have the visitor mechanic at all. I'm partial to this solution because it strikes me as more aesthetic, but please voice your opinions on what you prefer.
What's to stop people from just closing the gates?
loftar wrote:
If anything, I should say that a slight alternative on the idea is to, instead of having all gates have these three states, differentiate between visitor gates and ordinary gates, where visitor gates would effectively be "open for visitors" when they are open, quite simply, and ordinary gates would not have the visitor mechanic at all. I'm partial to this solution because it strikes me as more aesthetic, but please voice your opinions on what you prefer.
If that were to happen, please make it so that the current gates turn into visitor gates by default