Yes. They only do not get cheaper from dying.DauntlessGolem wrote: you can keep completed credos after death?
-
jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Prelude, pt. II: World 11 Changelog
"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."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
-
Ozzy123
- Posts: 2483
- Joined: Sat Feb 11, 2012 4:27 pm
Re: Prelude, pt. II: World 11 Changelog
If you wanted to siege a village with 4 layers of brickwall you would need to siege it and guard your siege engines for 120 hours. I think everyone will agree that it makes sieging literally impossible, noone will play non stop for 120 hours. And you can't really guard the catapult aswell because someone can just rush at it with 10 alts with pickaxes and bash it.
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..
-
Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Prelude, pt. II: World 11 Changelog
Some interesting changes.
So they're still 'have all drinks = satiations off' or do they have gotten downsides discouraging endless consumption?Drinks reduce satiations much like they do now, but each drink targets multiple food categories, some better than others, and drinks do not give an actively positive bonus to anything.
As long as salt isn't a spice but stays being an active stomach pump the ususal suspects will still eat at 3x only. Not really progress in this area.Adjusted the multipliers from the hunger level, and they are now, from Ravenous to Overstuffed: 3, 2, 1.5, 1, 0.9, 0.75, and 0.5. You will, thus, never eat at worse than a 50% penalty due to hunger level.
Reduced the effect of salt crystals from 20% to 5%.
Basically boils down to metal spiraling still being possible without an upper bound. Dislike from me for this as it keeps the 'best before' (getting irrelevant) sticker on many parts of the natural world.jorb wrote: Chance to get wrought when pounding bloom is now always 50%, unaffected by skills. The skills Metallurgy, Steelmaking and Deep Artifice instead increase the chance of getting a positive critical hit when forging wrought iron, up to a maximum of what the effect has been historically.
Stunting still in? If yes them please think about turning it into a growth speed debuff.You can no longer pick any fruits or nuts from trees or bushes when they aren't fully grown, as it were in Legacy.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
-
Chiprel
- Posts: 59
- Joined: Wed Mar 02, 2011 8:14 pm
Re: Prelude, pt. II: World 11 Changelog
That's a huge change. I'm thinking it'll do good but hardcap is a bit harsh :pjorb wrote:Wild animals are now hardcapped in quality by the survival values of everyone who has dealt damage to them.
-
jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Prelude, pt. II: World 11 Changelog
They satiate themselves still.Granger wrote:Some interesting changes.
So they're still 'have all drinks = satiations off' or do they have gotten downsides discouraging endless consumption?Drinks reduce satiations much like they do now, but each drink targets multiple food categories, some better than others, and drinks do not give an actively positive bonus to anything.
"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."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
-
Mafious
- Posts: 276
- Joined: Sun Mar 13, 2011 2:08 pm
Re: Prelude, pt. II: World 11 Changelog
jorb will it be posibble to tunnel under oceans?
https://strawpoll.com/xh2d3zr2 if you give a fuck about mining vote on this. Make mining great again! Bring back old supports.
-
loftar
- Posts: 9093
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Prelude, pt. II: World 11 Changelog
Perhaps, but at least it's just a quantitative issue. If it turns out to be true, all we have to do is decrease the amount of salt that spawns.Granger wrote:As long as salt isn't a spice but stays being an active stomach pump the ususal suspects will still eat at 3x only. Not really progress in this area.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
-
jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Prelude, pt. II: World 11 Changelog
You'll have to tunnel to find out!Mafious wrote:jorb will it be posibble to tunnel under oceans?
"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."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
-
NoBizd
- Posts: 76
- Joined: Mon Apr 23, 2012 4:49 pm
Re: Prelude, pt. II: World 11 Changelog
It will take less if you will move your best catas to next brickwall and repair them, so only waiting 8 hours per layer, not 24 every wall.Ozzy123 wrote:If you wanted to siege a village with 4 layers of brickwall you would need to siege it and guard your siege engines for 120 hours. I think everyone will agree that it makes sieging literally impossible, noone will play non stop for 120 hours. And you can't really guard the catapult aswell because someone can just rush at it with 10 alts with pickaxes and bash it.
-
Mafious
- Posts: 276
- Joined: Sun Mar 13, 2011 2:08 pm
Re: Prelude, pt. II: World 11 Changelog
well i hope it can't be done, im hoping for port-cities and stuff like that.jorb wrote:You'll have to tunnel to find out!Mafious wrote:jorb will it be posibble to tunnel under oceans?
https://strawpoll.com/xh2d3zr2 if you give a fuck about mining vote on this. Make mining great again! Bring back old supports.