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All posts created by Bob

Bob
Duffy Swiftshadow
Sorry, I'm not being clear language wise. The armors that match that new Admantine keyword for Crusader 14 have 1 less Minor matching keyword for Crusader. But the the heavy armors themselves don't seem to be any different (at least right now) so getting that Adamantine word is of no real benefit at the moment and doing it to get access to a cheaper armor albeit with a bit of penalty is fairly XP expensive. Compared to the cases where the armor feat gets a different weight classification and can still get all the minor keywords to match but with different resistances. I haven't done a thorough comparison of all the armors and the keyword matches yet, but I'll add it to my keyword matching sheets in the next few days and have a better idea of what matches what and at what ranks.

Ah, that makes sense. I suspect we either intended to flesh that out with more armor choices eventually, or there's supposed to be some additional benefit to Adamantine armor that we don't currently have implemented.
Bob
Duffy Swiftshadow
Yea I was really baffled by the T3 cleric 14 words switching to something like Adamantine and losing some minor keywords for … idk what trade off.

The cleric armor feats at rank 14 should just be adding a keyword (Adamantine for Crusader, Heavy for Evangelist, and Truesilver for Healer), not losing any minor keywords. The new keywords are thrown into the middle of the list, presumably for prioritization. That does make it harder to compare rank 13 to rank 14, but I'm not seeing any lost keywords in the spreadsheets.

Bob
We're closing in on getting 11.2 ready for Zog. We found one small bug with the last build and hope to have that fixed shortly. With a little luck we'll be able to get that taken care of and test out the resulting build today, then put the build up on Zog tomorrow morning.

Meanwhile, I've edited the original post to reflect the following additional improvements:

  • Testing Achievements: Added GM command to grant achievements.
  • Company Leaders can change the colors on company holdings and outposts.
Bob
Smitty
Will the T3 Legend escalation stay at 72 hours or add an additional 24 to the fallow time?

For the first part of last year there was no working fallow, it was then added, Are the 24, 48, 72 hour ( perhaps 96) now working as you envisioned? Or was the introduction of fallow time more of a reaction to people getting burned out of clearing them so much when they were growing?

72 is the max for the moment. And as Duffy mentioned, fallow time was pretty much always in, there was just a long period where it reset at every downtime. I have played with the exact amounts of fallow time a bit based on a desire to give settlements a break to gather more freely in the monster hexes between escalations, and to push players to tackle escalations further away when all the nearby hexes are fallow, but they're still reasonably close to what I'd originally planned.
Bob
Quijenoth Starkiller
Just been listening to the last keepside chat and I had an idea, what if holdings had their own crafting queues…

You could effectively use the limited holdings to maintain production of refining goods without it impacting on your settlements main crafting queue.

There are currently some thoughts in the design about using feats to open up a secondary queue, so there'd probably be a conflict between those two ideas.

However, there are also some ideas about facilities each having some limited amounts of certain bonuses, in which case whenever the bonuses from the settlement are depleted, they'd still be available at the holding. Or perhaps the holding would just sell those bonuses more cheaply to attract business. Currently, we treat each facility as something of an infinite resource, and throwing in some aspects with daily limits could help spread usage around quite a bit.
Bob
Nails
Is there any way for current players to help with the tutorials? Let the people who play the game all the time work on the creative side to help design them. I am sure there would be some volunteers to help out with the scripting of the tutorials and then the actions would just have to be implemented.

We're not really set up with the appropriate policies and procedures for handling that kind of player-created content at the moment, but we'll certainly be soliciting player feedback when we have a chance to take another look at the tutorials.
Bob
Bringslite
Thx Bob

Next: How does the escalation cycle actually work? Amateur Observation seems to say "If you kill a T1 Esc, the hex will be eligible for an esc in about 2 days. Kill a T2 and the hex will be eligible in about 3 days."

Is that right or is it more complex?

That's basically it. The really simple escalations (Bandit Raid, Float Any River, The Shadow of Nhur Athemon, …) leave the hexes fallow for 24 hours, the more standard escalations (Bonedancers, Broken Men, The Wrath of Nhur Athemon, …) leave them fallow for 48 hours, and the harder ones (Mordant Spire, Duergar Slavers, Ustalav Invaders, The Revenge of Nhur Athemon, …) leave them fallow for 72 hours.
Bob
Bringslite
@ Bob

Are you all set with some basics for 11.3 or is that list flexible? If you guys could just do one thing, like say get "gushers" in and working, would a single feature like that be possible in a similar(to now) time frame for patches and a worthy goal?

We haven't made a decision yet on exactly what we'll focus on for the next update. We're definitely considering focusing on either a reasonably-scoped single feature, or sub-feature, or themed set of small improvements that together feel like a feature. We've tossed a few ideas around, but won't really have time to go into depth on the possibilities until 11.2 goes out the door. Once that happens, and everyone's had a chance to check out 11.2 and see what feels most needed, then I'll kick off another discussion thread.
Bob
Edam
TBH the main change for me if power gets annoying to restore will be shorter play sessions, either switching from escalations to mule runs (which always need doing) or logging out for a bit (which is actually a good thing).

With the most recent set of changes, power restoration should get nothing but better. Base Camps and Smallholdings will operate at exactly the numbers they operated at before, camps will have a shorter cooldown and last 4 hours without any drop in the amount of power restored per visit, and we've fixed a bug where campfires often restored less power than expected. Beyond the potential confusion of mixed cooldown lengths, power should simply be more available than before.

Edam
I expect the biggest change for me in 11.2, living in a timezone with few KP players online, is the loss of the easy access to a party for gathering T3 that Ustalav farming provides. You can currently rock on up to a ustie hex and politely ask to join a group and pretty much get an invite everytime. In fact I suspect the biggest change overall will be that large groups/settlements able to field full parties for high level escalations will get more t3 opportunity under the new system and smaller independent groups, especially if spread across timezones, will get a lot less. However that is just conjecture, we shall have to see how it actually pans out.

That's certainly possible, but hopefully the fact that the biggest payoffs now come from the bosses, and those payoffs are always given equally to every party member rather than being divided up, will provide even more incentive to increase party sizes. You just might need to move around a bit more to find the action at any given time.
Bob
Smitty
If the small holdings work like they do now … and refill the same amount of power they do now ..I will never worry about a camp for PvE stuff.. for PvP they - might be an option to bring one along but that is more of a team thing- so I still would never actually buy one ..

If they do what they initially said , I would at least be intrigued enough to try a few out , but if there is a free version ( probably 2 per monster hex at this point). I will just use those..
The one thing that made camps interesting to me is that small holdings would give back less power.. if I can still refill 500+ power at them I will just use the stuff already around.. ( sorry engineers..)

Under many circumstances, it makes complete sense to continue using the smallholdings, particularly since they don't use up any resources. However, with the 1 hour cooldowns on the camps, it may be worth incorporating them into your plans for moderately long play sessions. For example, if you'll be playing for a few hours, you could start out by topping off your power in town, reload for smaller amounts from a camp at the 20 and 80 minute marks, then get a big chunk of power at a smallholding at the 140 minute mark to carry you through the end of your session. That winds up giving you more total power to work with than using smallholdings alone, even if the camps are individually less efficient than the smallholdings.

Of course, the other thing the shorter cooldown does is make most of the T2-T3 camps (with varying amounts of pluses) return more power over time than smallholdings do (where previously only the high-end T3 ones did), so those could be more useful for you in cases where you're playing for 4+ hours.