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All posts created by Bob

Bob
There are definitely some possibilities here. The trickiest part at the moment is that all I can really mess with on a weapon or suit of armor at the moment is the list of keywords. Once we get to enchanting, we'll have a much stronger ability to give items much more specific bonuses when equipped.
Bob
Edam
Any chance of tweaking the invulnerable time out on mobs attacking gushers?

It seems like you invariably wait 5 or 10 seconds after killing everything else to finish off the one or two stuck mobs that are invulnerable. Knocking even 5 seconds off the timer would massively reduce the frustration levels from stuck mobs.

Yup, I believe I cut it from 50 seconds to 25.
Bob
Bringslite-Dominion Soldier
Housing: Small Structures, but art we have not seen… I think.

They're made from existing pieces, but assembled in new ways. Some pieces may also be from structure upgrade levels that haven't been seen yet, so it's possible some are effectively new, but will be appearing again as part of the structure upgrades in EE 15.

Bringslite-Dominion Soldier
Upkeep is 1s/week and must be paid or the structure is torn down to Go to your bank, I suspect.

The deed is returned to the owner's inventory as soon as the owner returns to the hex, much like what happens now with a smallholding that gets torn down when the owner isn't around. This system will also start being used on smallholdings, so inactive smallholdings will start getting torn down.

Bringslite-Dominion Soldier
Direct link to the bank (YOUR PERSONAL VAULT only)AND for a party vault.

Yup, basically like the access smallholdings provide.

Bringslite-Dominion Soldier
Training mentor right there, not sure if you can upgrade him/her or how.

The mentor's trainer level is 4 higher than the training potentially available at the settlement, so currently that means settlement level + 4.

Bringslite-Dominion Soldier
Looks like "weaponsmith" house mentor trains Expert skills only.

I tried to give each mentor the full suite of feats most relevant to the core skill supported by the house. For crafters, that generally means that specific crafting feat plus Expert feats, for refiners and gatherers, it's the refining/gathering feat plus Freeholder feats, and for the fighting skills it's the feats most closely associate with each skill (including attack feats for the weapons most closely associated with that skill).

Bringslite-Dominion Soldier
As suggested there is your own mini Auction House right there. Looks like you can only sell what craft type house you choose when you purchase it. Does that mean no AH feature for a Fighter's Cottage?

Correct, there's no personal shop at the Adventurer's Cottages, but they'll give improved power regeneration (currently they just do 12 per round like the tavern, but I'm upping that to 18 for the next build) and a pretty significant hour-long buff, 12 times per day. It's a pretty balanced trade.

Bringslite-Dominion Soldier
Finally a management tab to pay upkeep (unused balance refunded if torn down).

To be specific, you only get excess complete weeks refunded. So if you only have one week paid up, that's this week and there's no excess. If you have 8 days left, then you get 1 week refunded, since today is covered. The idea is that you can't get back your initial payment, but any extra payments you make in advance will get refunded if they haven't started being used, so there's no danger in paying early. FYI, you can pay up to 6 weeks in advance.
Bob
And Ogreville is now all stocked up.
Bob
Loaded up Goblinville, working on Ogreville.
Bob
I still need to write up the preliminary release notes, but an initial build of EE 14 has been deployed to the test servers. We already know a few small issues that we'll want to fix before going to live, so this isn't a final candidate, but it's very close. If anyone wants access to check things out, send email to customer.support@goblinworks.com and I'll get you set up. I'll also be happy to hand out equipment and experience and achievements and all the usual stuff.
Bob
Hmm, we do have a known issue where the first attack animation on going into combat mode often doesn't work, but after that animations and damage seem to time up pretty well for me. You may indeed have a latency issue, which is possible even if you have a high download throughput. If you're playing over WiFi, you might try a physical connection and see if that helps.

For the staff attack effects, which attacks are you seeing the problem with? I tried a few and didn't see any oddities, but I just might not have tried the right ones. Or it may have to do with exactly which staff you've got equipped, or even with with which race/gender combo your character is, since each one has a slightly different skeleton that the animations/effects get attached to.
Bob
Bringslite-Dominion Soldier
Could you set costs for crafting items that vary with the difference between the level of the craft building and the level/quality of the item being crafted? That might be a good incentive to settlements for investing in higher + buildings and unleash the problem of matching all the buildings to have to be at a minimum level for support issues.

It would be tough to adjust the ingredient quantities (which is really the current "cost" for a recipe), since they're not very granular. However, we could adjust how much is required to craft higher plusses, or the chances for getting refining crits, which would have a similar effect. If we ever charged crafting fees in coins, we could certainly adjust those charges as well.

Assuming the balance of characters in the world eventually moves to a higher ratio of adventurers/gatherers to crafters, then our current system of speeding up crafting based on facility rating will hopefully be enough of a driver on this front. However, if it isn't, then these are exactly the kinds of things we'd look at to make higher facility ratings more meaningful.

Bringslite-Dominion Soldier
I am basically hoping that any reasonably active settlement will be able to achieve support at level 20.

Now that you can get support for more than 50% of feat ranks beyond your supported ranks, most characters will be nearly as powerful with a settlement level of 16-18 as they would be at a settlement level of 20. That makes me okay with the idea that a settlement has to be more than just reasonably active to support everything up to 20, but I certainly don't want 20 to feel completely out of reach for all the but the most active settlements.
Bob
Bringslite-Dominion Soldier
My main concern is that support not sour the game. We now have control over who can train what and where and how high a level. Do we even need a difficult "support mechanic" to limit how high we can train xp that we have paid for? How will that be received by 1000s of new players?

This has always been a concern. Hopefully softening the support system to provide support for half the ranks (rounded up) past your support level makes things more palatable, and the same for allowing characters to train beyond their support level for a 50% coin surcharge.

Ultimately, I'd like to move toward a system that feels more like gaining settlement bonuses rather than removing support (more carrot, less stick), but any such changes would be a pretty serious undertaking. For the moment, the best we can do is tweak the support system to make it as palatable as we can while still providing strong incentives to upgrade settlements.
Bob
Forgetful
Decius
Facility level already impacts crafting time by a lot.

It is my impression that this only really matters/has significant effect for T3 items.

The difference is certainly more noticeable the longer the crafting time is for a given project, but I believe it should be speeding things up by X percent across the board.