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All posts created by Azure_Zero

So who is the guest for WEN 8/19 and why no thread with his/her name? smile

Agreed, who is our mystery guest?
I believe your good, Tyncale.
As you only one step away from the deity.
the patch is 54.1MB.
decompresses to over 223MB
The idea sounds great Doc, but it's bad for settlements next to the Crusader road where they can not put in holdings or outposts, thus they are more vunerable to attack compared to those farther from the road.
And it not just one or two settlements, near the road either, it about is 15 settlements.
Quijenoth Starkiller

One of the interesting questions that came up was the dreaded Linux request and people where very happy to hear the answer was yes!


True, you can run it on linux and happy they got it working again on linux.
But without a no real guide or UI to get started or patch the game, since the patcher only release with no real instructions on how to execute it.
For your wish list a number are on the way, but some will not be coming in.

There will be no changing the landscape or roads as that is a computer generated mesh that gets hand refined by Mike, and takes a LONG time to get compiled.
You can add models to the world easily, but not edit them (i.e. the model's mesh).

Now I don't think they will give you or anyone the power to flag anyone so they are kill on site, characters will get flagged for; attacking, being in a feud (only between feuding parties), and or being high enough in a faction.
Could you make a step by step process of it, so I can add that to the Opening Post for new or beginner Linux users.
You'd need to partner up with someone who can cause distressed, or learn a weapon and weapon skill that can cause distressed.

As for Channel Positive vs Undead, tech not in yet, it'll heal them.
Yes, they are 1 unit of encumbrance each now
I can agree with a number of points made by both sides in this thread.
If it does come in, it does need a set of restrictions.

Common restrictions would be
*requires "destination" access permissions, <– No teleport attacks on hostile towns as you can't teleport into, feuds do an auto deny to that settlement or the whole alliance of settlements.

*can only take equiped gear, nothing else <– Not to break economy or hinder bandits

*Can only be used once every hour in that settlement you teleported from
/\– So you can teleport to say TK, check AH, if nothing to take back, teleport back (but can't teleport from TK for an hour), and hinders breaking the economy,

*All equiped gear on character that uses a teleport has each piece of gear locked (not removable) for 3 hours, until destroyed, or back in home settlement.
/\– To further weaken the economy hit, from folks selling their equiped wares every hour, but allow for a gear change.

you could add other restrictions like;
1) Can only be used in nation alliance and within a 8 to 10 hex maximum.
2) Can only Teleport to NPC towns, and your own Home settlement (or combined with option 1)
3) Can only Teleport to settlements within 6 hexes of the settlement
4) Upkeep is based on use of the circle (i.e. every 6 teleports consumes 1 of each bulk resource) rather than a flat rate
5) Has a chance of mis-teleporting you
6) Each Teleportation requires a mini-game to be done for the transfer (score low and get teleported somewhere other than target destination)
7) Each Teleportation requires Essence, and or other items for circle use.
8 ) Each Teleportation requires special crystals (from mobs and or craft (like sage)) for circle use, with quality determining max distance.

Option 1 and 2 limits the areas you can teleport to a lot.
Option 3 will mean if you want to get to one side to the other, you better not cheese off anyone in the chain or have a back-up chain.
Option 4 makes it so cost scales with settlement population.
Option 5 adds risk to the teleport.
Option 6 adds something new and a risk to teleportation.
Option 7 and 8 do an economy boost and give more of a the reason to go out and do gathering, refining, and PVE.