Game Development: Castles in the Sand

Announcements about major changes in Haven & Hearth.

Re: Game Development: Castles in the Sand

Postby Fierce_Deity » Thu Nov 12, 2015 3:10 am

If you enter someones base that happens to have a cave or minehole which is not also gated, will entering and leaving one allow you to commit crimes?
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Re: Game Development: Castles in the Sand

Postby MrBunzy » Thu Nov 12, 2015 3:11 am

This just gives a huge buff to villages with personal plots. I know of at least a few villages where personal plots are used, but inner plot gates are left open for convenience, and people trust the outer wall to keep raiders out. Now, even if a group was to get through the outer wall, there's nothing to raid inside the village.
(once and futue king btw)
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Re: Game Development: Castles in the Sand

Postby jorb » Thu Nov 12, 2015 3:11 am

Fierce_Deity wrote:If you enter someones base that happens to have a cave or minehole which is not also gated, will entering and leaving one allow you to commit crimes?


Yes.
"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."

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Re: Game Development: Castles in the Sand

Postby Astarisk » Thu Nov 12, 2015 3:12 am

I don't hate the idea, I'm just more upset over with that its not implemented alongside any siege changes, and we will have to wait for an indeterminate amount of time before there is a decent hope of real conflict. Villages already have a huge edge in preventing any raids from happening.
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Re: Game Development: Castles in the Sand

Postby DaniAngione » Thu Nov 12, 2015 3:12 am

Amanda44 wrote:Em is like some sort of night owl, lol, it's quite hard to be on at the same time as her when I have to get up early, but we really should sort it out and set a date, I'm looking forward to visiting. :D


Well, feel free to come separate as well if you want, too :D
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Re: Game Development: Castles in the Sand

Postby DeadlyPencil » Thu Nov 12, 2015 3:12 am

so if you bash through the outer wall and an there are lots of interior plots with their gates open, and you walk through one of the inner gates, do you suddenly loose all ability to commit crimes on the claim until u leave the claim and go back through your bashed in area?
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Re: Game Development: Castles in the Sand

Postby loftar » Thu Nov 12, 2015 3:13 am

Astarisk wrote:I don't hate the idea, I'm just more upset over with that its not implemented alongside any siege changes, and we will have to wait for an indeterminate amount of time before there is a decent hope of real conflict. Villages already have a huge edge in preventing any raids from happening.

Perhaps, but as I said earlier, I'd like to observe first what these changes lead to in isolation. It seems prudent to not change everything at once.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: Game Development: Castles in the Sand

Postby loftar » Thu Nov 12, 2015 3:14 am

DeadlyPencil wrote:so if you bash through the outer wall and an there are lots of interior plots with their gates open, and you walk through one of the inner gates, do you suddenly loose all ability to commit crimes on the claim until u leave the claim and go back through your bashed in area?

No, you get an individual Visitor buff for each claim, and it prevents crimes specifically against its own claim.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: Game Development: Castles in the Sand

Postby overtyped » Thu Nov 12, 2015 3:16 am

loftar wrote:
DeadlyPencil wrote:so if you bash through the outer wall and an there are lots of interior plots with their gates open, and you walk through one of the inner gates, do you suddenly loose all ability to commit crimes on the claim until u leave the claim and go back through your bashed in area?

No, you get an individual Visitor buff for each claim, and it prevents crimes specifically against its own claim.

What happens if u aggro someone, then they run inside their gate? Does aggro stop?
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Game Development: Castles in the Sand

Postby loftar » Thu Nov 12, 2015 3:17 am

overtyped wrote:What happens if u aggro someone, then they run inside their gate?

Only creating a fighting relation is a crime, so as long as you have one open, the Visitor buff does not affect it, and you can go on doing whatever you were already doing.
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