It is in game for the whole world 10. For crops i mean. They are just messed with farmer credo, hives and realm growth speed bonuses, but it is - 100%.GamingRAM wrote:I like the idea of certain locations impacting the growth speeds of trees. One step closer to climates and regional benefits.
Perhaps a smaller effect can be applied to crops as well?
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KitsuneG
- Posts: 407
- Joined: Sat Mar 20, 2010 10:02 pm
- Location: Russia
Re: Prelude, pt. II: World 11 Changelog
Wiki editor.
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Tamalak
- Posts: 879
- Joined: Sun Feb 20, 2011 12:31 am
Re: Prelude, pt. II: World 11 Changelog
Somewhat minor change, but I would love it if the new world started with the hunger bar at 'satiated' rather than 0% ravenous so the early game wasn't dominated by bringing my character to the brink of starvation so I don't waste that precious one-time ridiculously huge FEP buff.
Later on it would have to be lowered to 0% ravenous for new characters, otherwise that would incentivize creating alts that you 'might' want weeks in advance.
Later on it would have to be lowered to 0% ravenous for new characters, otherwise that would incentivize creating alts that you 'might' want weeks in advance.
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gunterman9
- Posts: 26
- Joined: Tue Apr 03, 2018 2:21 am
- Location: The US
Re: Prelude, pt. II: World 11 Changelog
Take me in W11 My free time is ready.
"Jorb is Dead, Jorb will Always be Dead, and We have Killed him."
- Howard the Alien
- Howard the Alien
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csgirl504
- Posts: 23
- Joined: Thu Aug 11, 2011 8:08 pm
Re: Prelude, pt. II: World 11 Changelog
Great. So essentially people can camp outside of CF and assassinate newbs & hermits who will have no way of escaping? Ugh.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.[/list]
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Lunarius_Haberdash
- Posts: 1477
- Joined: Tue Jul 05, 2011 5:14 am
Re: Prelude, pt. II: World 11 Changelog
Honestly, I want to see a whole scope of things added for farming.Ysh wrote:I think if this kind of mechanism becomes pervasive then care must be taken that:GamingRAM wrote:I like the idea of certain locations impacting the growth speeds of trees. One step closer to climates and regional benefits.
Perhaps a smaller effect can be applied to crops as well?
- There is some way to tell which plant is grows well in each region that is not collecting every plant and recording how long it is taking.
- Enough plant is useful that this decision of location is really tradeoff, and not just that some area is much worse than another.
Climate that affects growth speed (or even possibility)
Soil condition that each crop wants separately (maintain the soil or growth will slow to a crawl)
Pests and Pestilence.
But especially the first two. Give us climates to slow down/speed up certain crops, give us soil condition to help close the gap (without actually eliminating the difference)
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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Griffone
- Posts: 12
- Joined: Sat Mar 19, 2016 10:24 am
Re: Prelude, pt. II: World 11 Changelog
1+1=10, dummyVassteel wrote: you know they don't teach math like they useto in schools anymore. these days 2+2=3
How to mine:
- Hit rock
- Catch ceiling with your face
- Lay in bed
- Repeat
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klouyd
- Posts: 163
- Joined: Sun Aug 14, 2011 7:46 pm
Re: Prelude, pt. II: World 11 Changelog
So if i have 4 mine supports together will they all take damage? Or will one support take the brunt of it?jorb wrote: [*] Mine supports, except for Tower caps, are damaged every cavein
༼ つ ◕_◕ ༽つ
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KwonChiMin
- Posts: 409
- Joined: Fri Mar 05, 2010 7:11 pm
Re: Prelude, pt. II: World 11 Changelog
Necessity to cycle different plants to recultivate soil. Oh yes. Realism.Lunarius_Haberdash wrote:Honestly, I want to see a whole scope of things added for farming.
Climate that affects growth speed (or even possibility)
Soil condition that each crop wants separately (maintain the soil or growth will slow to a crawl)
Pests and Pestilence.
But especially the first two. Give us climates to slow down/speed up certain crops, give us soil condition to help close the gap (without actually eliminating the difference)
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Axucs
- Posts: 31
- Joined: Wed Jan 20, 2010 8:20 pm
Re: Prelude, pt. II: World 11 Changelog
and vandal and outlaw? vandal alt still actual...When you buy the "Rage"
World 8 - Lawspeaker of Great Houses,
World 9 - Lawspeaker of Great Houses,
World 10 - One of the founders Hedgehugs realm,
World 11 - Evil mind of Hedgehugs realm,
fanatical idealist, coalition maker/breaker, political crook, chaotic thinker.
World 9 - Lawspeaker of Great Houses,
World 10 - One of the founders Hedgehugs realm,
World 11 - Evil mind of Hedgehugs realm,
fanatical idealist, coalition maker/breaker, political crook, chaotic thinker.
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Vassteel
- Posts: 718
- Joined: Thu Aug 15, 2013 12:38 pm
Re: Prelude, pt. II: World 11 Changelog
I think were all missing the most important question.
Will there be new Subscriber hats for W11 start?
Will there be new Subscriber hats for W11 start?
jorb wrote:Stop shitposting.