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All posts created by Bob

Bob
Takasi
A few weeks ago Bob mentioned that he would only hand out +0 kits after EE11. He said he didn't want them to go in before EE 11 because he discovered a potential bug. However, why did he only want to give out the +0 kits and not the +1s or +2s? I understand that the system will not use +1s or better, but will we be able to deploy greater than +0? Will we be able to craft better than +0? If he was afraid of giving us greater than +0 because we might accidentally deploy them, then shouldn't we be afraid of crafting greater than +0 and accidentally deploying?

At every stage of building or upgrading a settlement structure, you need to use a kit of the desired plus or greater. So, to upgrade an Apothecary Structure from +2 to +3, you need to use an Apothecary Structure Kit +3 or better. Using a +4 would be wasteful, but you could do it if that's what you had on hand for whatever reason.

Since there won't be upgrading in EE11, what this means is that regardless of whether you use a +0 or +5 kit, you'll get a +0 structure. The +1 kits you'll eventually get are meant to be used for upgrading, so we'll hand them out when that's possible. That's partially to make mistakes less likely, but also to prevent them from being used in the short-run as +0 kits just to have more buildings while waiting for upgrades to go in.

As for crafting +1 or better kits, you can certainly do that in preparation for when upgrading becomes possible, but you're probably better off focusing on creating +0 kits for structures that you don't receive as part of your distribution, or that you can trade with other settlements. If you do create higher pluses, be very careful with them so you don't wind up wasting those resources.

Takasi
What is the status of EE11 on the test servers? Will we have refined mats and codexes on the auction house on the test server so we can test the effect of crafting and deploying greater than +0 buildings?

We've finished up all the known work for EE11 and are working on getting a build put together. It sometimes takes a few days to get everything to go through the process properly. Once that's ready, we'll test it out for a day or two on individual computers and fix any obvious bugs we find. Next we'll put it on our shared internal server for a few days so we can run around in parties and test out things that take multiple days to complete. Once any bugs we find at that stage are fixed up, we'll put the build up on Zog. We'll give some warning before that so people can set up any tests they'd like to run to see what happens when switching from EE10.2 to EE11. At that time, I can also put a variety of mats and codices on both auction houses and in settlement vaults for people to use.
Bob
Bringslite
1. Will there be coin sinks attached to the buildings after EE11 publishes. Are there any ideas (that we might see actualized soon) for things that players could spend coin on besides training and AH stuff?

Not with EE11. Coin is expected to be part of the upkeep costs for settlement structures once the ability to upgrade them goes in.

Bringslite
2. When will "effort" become a factor in holding production?

3. When can we expect to have "whitelist" and/or "blacklist" for access to settlement banks, facilities, training?

We don't have any kind of schedule for either of these at this point, but I would say that improving the ability for companies and settlements to control their territory in meaningful ways is toward the top of the bigger things we think would give us the most bang for our buck. Bank, training, and crafting access would definitely fall under that, though exactly what we'd implement and in what order would still need to be decided when we get closer to actually implementing something.
Bob
Takasi
Will we see the release notes once EE11 is loaded onto the test server? I'm sure there will be a few questions once they're posted.

Yes, I'll make sure there's a list of all the changes available so everyone knows what to test.
Bob
Looks like I'm the only one available today, and since I just did one last week, I don't think there would be much new for me to say. I'll post some quick answers to the various questions that have been raised here.
Bob
Schedim
Why removing it? Everything is so mixed and bland already, why not keeping something as a special flavour?

I was considering that, and possibly making one of the Necromancer cantrips have a Necromancer requirement so that every school had a signature cantrip. However, in double-checking the issue with Stephen, it turns out there are some intended combo uses of all these cantrips and the school-specific requirement for training them works against that goal.
Bob
I've verified this in the spreadsheet. Most cantrips just require ranks in Arcane Weapon Proficiency and/or Arcane Attack Bonus to train, but there's one cantrip from each school that also requires ranks in that school's Feature Feat, except for Necromancer.

Apparently, that was originally put in when each of those specific cantrips would be ammo-free, but that plan changed at some point without the training requirements getting changed. I'm looking into removing the Feature Feat requirement from all of those cantrips.
Bob
Thanks for hosting, Azure!
Bob
I can do one tonight if we've got a host.
Bob
I've added a new tab to the public spreadsheet containing the codex recipes. They're pretty straight-forward, each requiring 10 of the appropriate recipes or expendables.
Bob
I was recently asked whether Worker's Tools and Worker's Torches (an important component for the upcoming structure kits) were meant to be crafted by Bowyers or Engineers. As it turns out, they were incorrectly labeled as Bowyer recipes. I've fixed the spreadsheet so they'll be proper Engineer recipes when EE11 goes live, and I've also updated the public spreadsheet to reflect the proper crafter for those recipes.