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Campfires, Base Camps, Smallholdings, and You

Updated 27 February

Campfires, Base Camps, Smallholdings, and You

Our 4.2 update which was deployed Thursday 26 February includes the addition of our first version of player structures. This system will allow players to deploy a variety of temporary structures so characters can operate more effectively out in the field without having to return to town. These structures were delivered to owners on Friday 27 February and are now usable in game. These structures come in three main types:

Campfires

Campfires are player crafted items that, when consumed, spawn a small Campfire. To spawn a Campfire you must use the Campfire item while standing in one of the smaller encounter areas found in hexes, which are approximately five meters across. If you try to spawn the Campfire elsewhere you will get a pin on your minimap pointing at the closest five meter encounter area. You cannot deploy Campfires in larger encounter areas, and there can only be ten active Campfires in a hex at a time. Deploying a Campfire takes a short amount of time and is a channeled action that is interrupted by movement or combat. You cannot deploy Campfires in encounter areas currently inhabited by monsters.

Once deployed, the Campfire restores Power to anyone who clicks on it. The amount restored varies according to the type and plus of the Campfire, with lower level Campfires just restoring a few score Power, while the highest level ones can restore upwards of a thousand. Using a Campfire is a channeled action that takes thirty seconds and is interruptible by movement or combat. Once deployed a Campfire lasts ten minutes and anyone can use it.

Using a Campfire puts a long term cooldown on you that prevents you from using another Campfire, Base Camp, or Smallholding. Currently this cooldown is set at two hours. Thus you want to use the best means of restoring Power you can as you cannot merely click on a low level Campfire repeatedly.

You can spawn as many Campfires as you want up to the limit per hex and up to how many Campfire items you actually have.

Base Camps

Base Camps are premium items that can be purchased through the Goblinworks store. Initially they are represented by a deed item. These deeds are never consumed or destroyed; they may be sold or traded but they can never be taken against your will. They cannot be sold in the Auction House while on cooldown. They may only be used every fifteen days to spawn a Base Camp.

To spawn a Base Camp you must stand in one of the medium sized encounter areas, the ones approximately fifteen meters across, and the encounter area must be empty. If you try to spawn the Base Camp elsewhere you will get a pin on your minimap pointing at the closest fifteen meter encounter area. You cannot deploy Base Camps in larger encounter areas, and there can only be two active Base Camps or Smallholdings in a hex at a time. Deploying a Base Camp takes a short amount of time and is a channeled action that is interrupted by movement or combat. Any time the construction fails (like if you're attacked or you move) while setting up a Base Camp you suffer a lengthy stun.

Once deployed, the Base Camp restores six hundred Power to the owner or anyone in his party when the fire at its center is clicked. Using a Base Camp to restore Power is a channeled action that takes thirty seconds and is interruptible by movement or combat. As with a Campfire, using a Base Camp to recover Power puts a long term cooldown on using another Campfire, Base Camp, or Smallholding to recover power. Currently this cooldown is set at two hours. You cannot use another Campfire, Base Camp, or Smallholding until that cooldown has elapsed.

The Base Camp also has a vault that can be used to store items by clicking on the central tent. This vault is its not connected to any other vault and you still have to transport everything you store in it back to town eventually, but it will give you a place to store things you may want but don’t want to carry right now. The first iteration of this feature restricts Base Camp Vault access exclusively to the owner. More options will be added with future iterations on this feature.

Once deployed a Base Camp lasts five days but only the owner and members of their party can access it. After the fifth server downtime the Base Camp reverts to Take Down Mode, where it can no longer be used to recover Power but items may still be pulled out of its vault by its owner for the rest of that server day. If items remain in its vault after that the items are destroyed. Long term there will be a way to attack Base Camps, but not destroy them permanently.

Once a Base Camp has been removed from play it will not be useable again for 15 days.

You can only have one Base Camp or Smallholding active anywhere in the game at a time.

Smallholdings

Smallholdings are premium items that can be purchased through the Goblinworks store. Smallholdings function in the same fashion as Base Camps with a few differences.

Smallholdings can be deployed in fifteen meter encounter areas in hexes or in a limited amount of slots around each PC Settlement. If deployed near a Settlement, the Smallholding’s vault access is the same as the bank in that Settlement, so you can get to your vault when you go to your Smallholding. Currently there is no tech to stop someone from putting their Smallholding in a Settlement other than their own, but there are so many slots available in each Settlement crowding does not look to be an issue and putting such a valuable resource in a hard to reach place is a really poor decision.

Any time the construction fails (like if you're attacked or you move) while setting up a Smallholding you suffer a lengthy stun.

The first iteration of this feature restricts Smallholding Vault access exclusively to the owner. More options will be added with future iterations on this feature.

Smallholdings restore eight hundred Power when used.

Smallholdings are not removed from the game unless the player chooses to deactivate the Smallholding. Doing so puts it into a takedown state, from which you can get inventory but not restore Power.  

If you remove everything from the Smallholding's Vault, the Smallholding will be despawned and the deed will return to your inventory. It will have a one hour cooldown.

If the Vault is not emptied after the Smallholding is deactivated, on the next server downtime the Smallholding will disappear entirely and all the items in it's Vault are destroyed. The deed will appear in its owner's inventory.

We plan a future iteration on this feature that will allow hostile forces to destroy a Smallholding. When that happens the Smallholding will be forcibly despawned and will appear in its owner's inventory (in other words it's destruction is not permanent).

You can only have one Base Camp or Smallholding active anywhere in the game at a time.

Taverns

Taverns are also available for sale in the Goblinworks.com store. We are also adding Power regeneration to Taverns in the game starting with Early Enrollment v3.0 which was deployed on 05 February. We placed Taverns in all Settlements so when you go back into town you can always recover your Power. The player-owned Taverns out in the wilderness will also restore Power. Power is recovered at a set rate in realtime when your character is logged in and standing in a Tavern. There is no limit to how much Power can be recovered at a Tavern.

We’ve also gotten the features of the backer Taverns a bit more settled.  These are not all 100% certain, but are very likely.

  • Enhanced Power restoration. 
  • A vault. 
  • A limited auction house.
  • Limited ability to train certain skills/feats and serve as a low level crafting facility.
  • Guards with various upgradeable features.