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http://forum.paradoxplaza.com/forum/showthread.php?605112-Game-Development-Claims-amp-Cupboards
New update:
The Smelter now uses a more long-term predictable method of determining lime influence. Smelter payouts should be more in proper correlation to the lime you use.
Claim-owners can now right-click on passed out trespassers and send them home.
If you pass out on a claim you will now be logged out & sent home after 24hrs.
You are now allowed to travel with silver in your inventory.
There's a cupboard, and Boston sells the glass panes for it.
"Respawn always at first homestead" should now be fixed.
Enjoy!
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I'll probably play a lot less, I wanted to move my claim cause I got boxed in, and I just noticed that I can only move to the outskirts of town where I'll never see another person from our village even when I'm fully zoomed out. And I rather live in the middle of things and see some people moving about then a place where I'll never see another person again. We did a really bad job with claims and the random leantos everywhere .
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Lol, zero planning. Optimally our camp will be flat with everyone rocking leantos on a single claim. BUT ITS BETA WHO CARES.
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I've started adding some Purity numbers as I go around wandering.
It would be amazing if people would send me a screenshot when they find a good purity item. This would be a good (maybe temporary if ender adds a purity overlay) way for everyone to get better stuff in less time.
If you would take the time to scout the surrounding areas too, so we have a slight clue about how big the area is etc etc, we could make it very detailed and useful. Remember to have your minimap reveal a good amount of terrain so it's easy to place it on the map, or add in a note about where you were.
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When will beta be open again?
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aww, just died. Combat is awful, but ill be back for sure later in the beta!
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On May 03 2012 03:55 Aixler wrote: aww, just died. Combat is awful, but ill be back for sure later in the beta!
That's unfortunate. I heard they planned on fixing inheritance ASAP
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After our camp being ravaged and most of us murdered by a raiding party, three of us decided to track them down and extract revenge.
After about half an hour of walking south we found one of the culprits' claims. A few minutes further south and passing 5-6 other small scattered claims... we walked into a massive paved area the size of an entire minimap.
After seeing 2-3 farmers run for their lives we chased them down and killed a couple of them. All of a sudden a massive swarm of 15+ people showed up on the claim and killed us all.
Basically, this town outnumbered our TL town ten to one easily. We're going to need a much larger community to survive at retail I think
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Ouch that sucks! I never made it to the TL town, as I got bored after I couldn't find out how to make a axe. If anyone would indulge me with this noobish bit of information I might try the game again :p.
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http://forum.paradoxplaza.com/forum/showthread.php?605579-Game-Development-You-Have-Been-Summoned
Game Development: You Have Been Summoned
We've been developing, and here's what's new:
System Changes Summoning: Whenever you pick up a scent from a summonable crime you will receive a piece of evidence of the particular crime. The evidences can be matched against other evidences to determine if they were left by the same perpetrator by holding one piece of evidence and right-clicking on another. When you have tracked the homestead of the perpetrator, hold the evidence and right-click on his or her homestead to summon the perpetrator into the game and open a combat relation. Proceed to execute for great justice.
* People who do not have a homestead can be summoned by your homestead. * People who are in Boston can be summoned as if they were offline.
Note: Evidence expires ten times slower than scents on the map. Evidence can thus be used far after the track itself has gone cold.
Inheritance: If you die you walk up to the nice notarius publicus outside the company office in the Old World where you can inherit the deceased character's claim(s).
Tweaks Braziers now become less effective individually when clustered together. When you build more braziers within range of an already existing one, the damage they deal when taken together will asymptotically approach the effect of five single standing braziers.
You no longer heal from food if you have open fighting relations or if you have a "Crime!" buff on you from committing some or other atrocity.
PvP no longer causes stat reductions on knock-out.
Buildings now snap to whole tiles by default. You can still place them more loosely by holding down ctrl while placing.
"Split-rail Fencing" has been renamed "Simple Fences"
Destroying objects on other peoples' claims now costs 250 Black Bile per thwack. (To clarify: You start with 5k in all Humours. 250 bbile would be presented as 0.25 bbile by the Humour meter)
New Poo-poo You can now Quarry lime boulders from the limestone tiles (white, stoneish in appearance) as God intended it.
There's a new Stone Hedge fence which unlocks when you have learned both "Simple Fences" and "Quarrying".
There are now Game Hints on: Entering Mordor, getting knocked out and dying.
Enjoy!
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Can't believe I didn't get in beta... I know I played with some of you guys in HnH, help me out!
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On May 03 2012 05:20 Serejai wrote:After our camp being ravaged and most of us murdered by a raiding party, three of us decided to track them down and extract revenge. After about half an hour of walking south we found one of the culprits' claims. A few minutes further south and passing 5-6 other small scattered claims... we walked into a massive paved area the size of an entire minimap. After seeing 2-3 farmers run for their lives we chased them down and killed a couple of them. All of a sudden a massive swarm of 15+ people showed up on the claim and killed us all. Basically, this town outnumbered our TL town ten to one easily. We're going to need a much larger community to survive at retail I think
Hi! Apologies for the late response, have been busy liberating some curios and food.
It's entirely your fault for fighting back -- maybe next time if you didn't try to get revenge you wouldn't have lost your characters forever
Don't resist, just help lug the loot out and *maybe* you might not be murdered, just knocked out.
Reddit > Liquidia ♥
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On May 07 2012 14:13 SealTeam69 wrote:Show nested quote +On May 03 2012 05:20 Serejai wrote:After our camp being ravaged and most of us murdered by a raiding party, three of us decided to track them down and extract revenge. After about half an hour of walking south we found one of the culprits' claims. A few minutes further south and passing 5-6 other small scattered claims... we walked into a massive paved area the size of an entire minimap. After seeing 2-3 farmers run for their lives we chased them down and killed a couple of them. All of a sudden a massive swarm of 15+ people showed up on the claim and killed us all. Basically, this town outnumbered our TL town ten to one easily. We're going to need a much larger community to survive at retail I think Hi! Apologies for the late response, have been busy liberating some curios and food. It's entirely your fault for fighting back -- maybe next time if you didn't try to get revenge you wouldn't have lost your characters forever Don't resist, just help lug the loot out and *maybe* you might not be murdered, just knocked out. Reddit > Liquidia ♥
In your camp lies a sleeper agent.
Be wary settler.
♥
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salemvillagers.com
so easy to get in
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Have anyone a Salem-Beta key for me? all my freinds are playing without me thats make me horny... pls pm me
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Game Development: Hammer Time.
We've been developing.
Added Opera Masque to Lace & Fancywork Added Hunting Trophy to Big Game Hunting Added English Battleflag to Embroidery & Silk + Rights of Englishmen
Inspirationals Changed:
Wickerman C&D from 900 to 0 Wicked Wickerman C&D from 3600 to 1200 Cricket Team C&D from 3500 to 750 Savage Charm C&D from 2300 to 1000 Fine Beaver Teeth C&D from 1750 to 550 Tumbleweed C&D from 1250 to 550 Singing Old Log C&D from 1200 to 900 Stringy Sinew C&D from 1150 to 350 Nine Men's Morris C&D from 690 to 250 A Face in the Dross C&D from 600 to 1000 Unscathed Wood C&D from 550 to 750 Earthworm Python C&D from 550 to 750 A Taste of Autumn C&D from 385 to 300 Pilgrim's Bible C&D from 1750 to 1250
Wickerman S&C from 1200 to 750 Wicked Wickerman S&C from 2800 to 2000
Spinning Top NatP from 650 to 250 Spinning Top A&C from 1050 to 650 Spinning Top F&W from 700 to 0
Simple Crucifix F&W from 500 to 700 Simple Crucifix L&L from 150 to 350
Stray Chestnut L&L from 250 to 200
Bar of Bubbly Soap cost doubled.
Objects Changed: Smelter inventory increased from 4x4 to 5x5 Split-rail Fence Damage Soak increased from 0 to 5 Stone Hedge Damage Soak increased from 5 to 15 Blazing Brazier base damage increased from 1k bbile per hit to 3k bbile per hit.
Added Torchpost. 1k bbile base damage per hit. Buildable with Carpentry & Settling
Crimes now alert turrets faster, and the "Crime!" debuff lasts 15 minutes rather than 5.
http://forum.paradoxplaza.com/forum/showthread.php?606725-Game-Development-Hammer-Time.
New smelter table:
Ore Lime Average bars per operation. 0 25 0.00 1 24 0.25 2 23 0.48 3 22 0.69 4 21 0.88 5 20 1.05 6 19 1.20 7 18 1.33 8 17 1.44 9 16 1.53 10 15 1.60 11 14 1.65 12 13 1.68 13 12 1.69 14 11 1.68 15 10 1.65 16 9 1.60 17 8 1.53 18 7 1.44 19 6 1.33 20 5 1.20 21 4 1.05 22 3 0.88 23 2 0.69 24 1 0.48 25 0 0.25
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I updated some of the colors, and added proper names to all the items, instead of their location inside the jar.
+ Show Spoiler [Ender's client radar colors and…] +<radarConfig> <group name="herb" show="true" color="#ffff00"> <marker match="gfx/terobjs/herbs/flint" tooltip="true" text="Flint" color="#333333" /> <marker match="gfx/terobjs/herbs/lime" tooltip="true" text="Lime" color="#666666" /> <marker match="gfx/terobjs/herbs/smoothstone" tooltip="true" text="Smooth Stone" color="#999999" /> <marker match="gfx/terobjs/herbs/coarsesalt" tooltip="true" text="Coarse Salt" color="#b0e0e6" />
<marker match="gfx/terobjs/herbs/waxingtoadstool" tooltip="true" text="Waxing Toadstool" color="#800000" /> <marker match="gfx/terobjs/herbs/chestnut" tooltip="true" text="Chestnut" color="#006400" />
<marker match="gfx/terobjs/herbs/oldlog" tooltip="true" text="Singing Old Log" color="#00ccff" /> <marker match="gfx/terobjs/herbs/driftwood" tooltip="true" text="Aged Driftwood" color="#00ccff" /> <marker match="gfx/terobjs/herbs/newworldgourd" tooltip="true" text="New World Gourd" color="#00ccff" /> <marker match="gfx/terobjs/herbs/seashell" tooltip="true" text="Beautiful Seashell" color="#00ccff" />
<marker match="gfx/terobjs/herbs/witchshroom" tooltip="true" text="Witch's Hat" color="#3377bb" /> <marker match="gfx/terobjs/herbs/lavenderblewit" tooltip="true" text="Lavender Blewit" color="#3377bb" /> <marker match="gfx/terobjs/herbs/lobstermushroom" tooltip="true" text="Lobster Mushroom" color="#3377bb" /> <marker match="gfx/terobjs/herbs/honeysucklekudzu" tooltip="true" text="Honeysuckle Kudzu" color="#3377bb" />
<marker match="gfx/terobjs/herbs/devilwort" tooltip="true" text="Devil's Wort" color="#ff7f50" />
<marker match="gfx/terobjs/herbs/sugarcap" tooltip="true" text="Sugar Caps" color="#ee82ee" /> <marker match="gfx/terobjs/herbs/wildgarlic" tooltip="true" text="Wild Garlic" color="#ee82ee" />
<marker match="gfx/terobjs/herbs/arrowhead" tooltip="true" text="Indian Arrowhead" color="#ffffff" /> <marker match="gfx/terobjs/herbs/indianfeather" tooltip="true" text="Indian Feather" color="#ffffff" />
<marker match="gfx/terobjs/herbs/blackberry" tooltip="true" text="Blackberries" color="#9370db" /> <marker match="gfx/terobjs/herbs/huckleberry" tooltip="true" text="Huckleberries" color="#9370db" />
<marker match="gfx/terobjs/herbs/oakworth" tooltip="true" text="Oakworth" color="#98fb98" /> <marker match="gfx/terobjs/herbs/lilypad" tooltip="true" text="Lilypad Bulb" color="#98fb98" /> <marker match="gfx/terobjs/herbs/milkweed" tooltip="true" text="Milkweed Roots" color="#98fb98" />
<marker match="gfx/terobjs/herbs/virginiasnail" tooltip="true" text="Virginia Snail" color="#ff4500" />
<marker match="gfx/terobjs/herbs/autumngrass" tooltip="false" show="false" text="Autumn Grass" color="#e1e1e1" /> <marker match="gfx/terobjs/herbs/crowberry" tooltip="false" show="false" text="Crowberry Stalk" color="#e1e1e1" /> <marker match="gfx/terobjs/herbs/seaweed" tooltip="false" show="false" text="Seaweed" color="#e1e1e1" />
<!-- unknown forageables --> <marker pattern="gfx/terobjs/herbs/.+" tooltip="true" show="true" /> </group> <!-- animals -->T <group name="animals" show="true"> <marker pattern="gfx/kritter/cricket/.+" tooltip="true" text="Cricket" color="#ffff00" /> <marker pattern="gfx/kritter/deer/.+" tooltip="true" text="Deer" color="#ffff00" /> <marker pattern="gfx/kritter/beaver/.+" tooltip="true" text="Beaver" color="#ffff00" /> <marker pattern="gfx/kritter/bear/.+" tooltip="true" text="Bear" color="#ffff00" /> </group> <!-- players --> <group name="player" show="true"> <marker pattern="gfx/borka/body" tooltip="true" text="Player" color="#FF0000" /> </group> <group name="custom" show="true"> <marker pattern="gfx/terobjs/tumbleweed" tooltip="true" text="Tumbleweed" color="#00ccff" /> </group> </radarConfig>
Made all stone thingies grey Toadstool/chestnut got their own colors. All rare and useful items got light blue. All rare and decent food got blue. Devil's wort is special thus gets a special color. Sugar caps and Wild garlic are both all-round food, both decent for low level gluttony and both used to make good meat food, so they both get pink. Indian stuff gets white as it is easiest color to notice and the items are white. Berries are purple. Okaworth/lilypad/milkweed are used for wild salad, which is great yellow bile food, so all grouped under light green. Snail is a food i normally don't show, but when i need it it's orange as its in a diff biome than devil's wort. Autumn grass/crowberry/seaweed are items i never pick up, if i need them i show them temporarily. New and dropped items are yellow by default (this is the herb group color up top). Animals are yellow, i usually either kill all animals i see or ignore them, and it's easy to mouse over and check for bear. Maybe giving them each a diff color or shade, but if fine for now. Players are red, players are evil, players must die or be avoided. Tumbleweed has it's own group as its a moving entity thingy, but also light blue as its a rare and useful item like above.
Next post will be all tips and tricks i think.
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On May 07 2012 14:26 TyrantPotato wrote:Show nested quote +On May 07 2012 14:13 SealTeam69 wrote:On May 03 2012 05:20 Serejai wrote:After our camp being ravaged and most of us murdered by a raiding party, three of us decided to track them down and extract revenge. After about half an hour of walking south we found one of the culprits' claims. A few minutes further south and passing 5-6 other small scattered claims... we walked into a massive paved area the size of an entire minimap. After seeing 2-3 farmers run for their lives we chased them down and killed a couple of them. All of a sudden a massive swarm of 15+ people showed up on the claim and killed us all. Basically, this town outnumbered our TL town ten to one easily. We're going to need a much larger community to survive at retail I think Hi! Apologies for the late response, have been busy liberating some curios and food. It's entirely your fault for fighting back -- maybe next time if you didn't try to get revenge you wouldn't have lost your characters forever Don't resist, just help lug the loot out and *maybe* you might not be murdered, just knocked out. Reddit > Liquidia ♥ In your camp lies a sleeper agent. Be wary settler. ♥ I'd like to see you try. 70+ humours already.
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On May 10 2012 01:45 SealTeam69 wrote:Show nested quote +On May 07 2012 14:26 TyrantPotato wrote:On May 07 2012 14:13 SealTeam69 wrote:On May 03 2012 05:20 Serejai wrote:After our camp being ravaged and most of us murdered by a raiding party, three of us decided to track them down and extract revenge. After about half an hour of walking south we found one of the culprits' claims. A few minutes further south and passing 5-6 other small scattered claims... we walked into a massive paved area the size of an entire minimap. After seeing 2-3 farmers run for their lives we chased them down and killed a couple of them. All of a sudden a massive swarm of 15+ people showed up on the claim and killed us all. Basically, this town outnumbered our TL town ten to one easily. We're going to need a much larger community to survive at retail I think Hi! Apologies for the late response, have been busy liberating some curios and food. It's entirely your fault for fighting back -- maybe next time if you didn't try to get revenge you wouldn't have lost your characters forever Don't resist, just help lug the loot out and *maybe* you might not be murdered, just knocked out. Reddit > Liquidia ♥ In your camp lies a sleeper agent. Be wary settler. ♥ I'd like to see you try. 70+ humours already.
We know, no need to tell us
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