Burinn wrote:
Hearthlings being forced out of the caves by W11 cave and mining nerfs (circa 2019, colorized.)
This image is not in color.
Burinn wrote:
Hearthlings being forced out of the caves by W11 cave and mining nerfs (circa 2019, colorized.)
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
Ysh wrote:Burinn wrote:
Hearthlings being forced out of the caves by W11 cave and mining nerfs (circa 2019, colorized.)
This image is not in color.
sabinati wrote:do you expect me to just check the forum constantly, fuck off
jorb wrote:waga wrote:Could we have more info about the trees change ?
I'm quite worried about it.
Trees are extremely important for industry.
If a village have the best trees Q no matter what just because of its location , it's a big deal.
Depending on the value of the randomness , one village / kingdom could win the quality race just because they were lucky with their location.
One important point is that you won't know which tree will be the best to grow, and you won't know which tree will be the best for a particular location.
jorb wrote:SIEGE
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[list]
[*] Claim shields have been removed entirely, quite simply.
[*] Catapults and battering rams dry, initially in 24 hours, and then in 8 hours after repairs.
[*] Brick walls have 10000 health, 50 soak, and can be repaired for 500 health every two hours.
[*] Palisades have 2500 health, 30 soak, and can be repaired for 250 health every two hours.
[*] Your claim will warn you on login if a siege machine has been set to dry within a hundred tiles of any point on it.
jorb wrote:[*] Added Visitor Gates. Normal gates no longer give the visitor debuff when entered. A player may, for Palisades and Brick Walls, choose to build a Visitor Gate instead of a normal gate. A visitor gate is indicated by two red flags, fluttering in the wind, ontop of it. Players entering through a Visitor Gate will receive a Visitor debuff, exactly as they normally would now. You cannot enter through Visitor Gates if you have an open combat relation.
jorb wrote:COMBAT
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[list]
[*] When you buy the "Rage" skill, you lose your immunity to further damage after being knocked out. Suggested here. The intention being that you opt in to both the abilities to attack and die at the same time.
jorb wrote:[*] There is now a slight, somewhat random, delay before a Nidbane starts pursuing its quarry. About a day.
[*] The aim speed of ranged weapons now scales with the ratio of the geometric mean of your Marksmanship and Perception values to the bow's quality. You, thus, need higher values of perception and marksmanship to use higher quality bows.
[*] Lowered base damages of ranged weapons, but increased their armor penetration.
[*] Buffed boar spear somewhat.
jorb wrote:[*] Implemented travel weariness for travel along roads. Roads are cheaper to travel along than charter stones.
[*] Moved travel weariness from trait Charisma to trait Will. You can travel further with increased Will.
jorb wrote:[*] Belts can't be held and used while in an inventory, but are significantly more generous in what they hold.
jorb wrote:[*] There is now decay in caves, albeit only about 1/10th of what it is in the overworld.
[*] Mine supports, except for Tower caps, are damaged every time they prevent a cavein.
jorb wrote:FOOD
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jorb wrote:[*] Contemplation & Meditation cost increases by the base cost with every use, and decreases again over time.
jorb wrote:[*] Wild animals are now hardcapped in quality by the survival values of everyone who has dealt damage to them.
jorb wrote:[*] The "Fuel bug" has been fixed, so that any heating process is reset if the oven burns out before it is completed.
[*] Potter's clay no longer uses a potter's wheel
[*] 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.
[*] Blacksmith's coal bonus is now a fixed value, rather than a percentage.
[*] Blacksmith's increase in chance for critical hits when forging wrought iron reduced.
boshaw wrote:So does this mean we'll be able to tunnel under ocean?
sabinati wrote:do you expect me to just check the forum constantly, fuck off
jorb wrote:captainmorgan wrote:jorb wrote:Added Visitor Gates. Normal gates no longer give the visitor debuff when entered.
So why would anyone build a normal gate?
To be able to get inside of a walled compound with an active combat relation.
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