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All posts created by Bob

Bob
Looks like the code for setting default prices on auctions broke when we lowered the fallback prices to 30c max and 20c min. It works properly when there's no history to base the prices on (that's when 30c-20c gets used), or when the prices are based on a previous sale in your personal transaction history (the max is 20% higher than the sales price and the min is 20% lower than the sales price), but in other cases it tends to spread the max and min further than it should. We'll get an update out to fix that soon.
Bob
Whoops, ignore that last post, ought to finish my coffee before I start posting about possible bugs. Forgot that the home hex restriction only applies to event raw materials, not to souvenirs. Souvenirs can drop as salvage whenever enchanting items can drop, which can happen in home hexes as well as regular monster hexes, for both bosses and all the mobs along the way (though often not for regular mobs that spawn after the boss appears, to prevent them from being farmable). Nothing to see here, move along.
Bob
It turns out that bosses will drop souvenirs in home hexes, which I quite clearly meant to happen all along and just forgot to include in the rules and release notes. smile

I'll edit all the appropriate blogs and forum posts to reflect that.
Bob
The servers are back up and the Ripping Chains are now parting with their souvenirs properly.
Bob
We're deploying a server-side fix for the Ripping Chains Souvenirs to Live, so Daily Maintenance may last a little longer than usual today.
Bob
Azure_Zero
I did say I was willing to be a Linux tester.

That would certainly be helpful, but there's always a certain base level of testing that has to be handled internally. Can't have builds out there that have never been played by employees.

Azure_Zero
As the engine is converted over I'd still recommend changing the rendering core from DirectX to OpenGL just to help keep some WINE compatibility until Goblinworks does a Native Linux version.

That may very well happen. We looked into it a bit with our old version of Unity to see if we could fix the alt-tab issues, but it wound up causing more problems than it fixed. The latest version may work out better for us, we'll just have to see.
Bob
NightmareSr
I think this is a neat idea but I have always wanted to Hire Guards for those times that I want a party but can't find 4-5 other people to join me at the given time/day.
It would be a nice feature while the population is super low. Could make it really expensive too and/or give settlement owners the controls to make their guards hire-able or not.

That would be pretty cool, but we probably need to improve both the mule AI and the guard AI before we mix them together.
Bob
Both are good points. I was hoping I might be able to just quickly add that information into the descriptions that get displayed, but there are some technical challenges in both cases. I'll add feature requests for both of these to our bug database and we'll look into them when we can.
Bob
Azure_Zero
Yes, Thank you for looking at going for the Unity Upgrade, and I hope Goblinworks does put in some effort for Native Linux support.

We can take another look once we're transitioned to the latest version of Unity and see what would be involved. There's also a certain amount of overhead that goes into things like testing and making installers, some of which is ongoing, so we'd have to figure out where that work fits in with all our other priorities, as always.
Bob
We've got some longer-term plans to vary the guards up a bit more, with the original plans largely varying them based on structure choices/upgrades. We could potentially do something more like have the structure choices/upgrades and/or settlement level make more things available that the settlement leaders can then choose between, or we could just move toward a largely pay-more/get-more model that offered options to those willing to pay for them, or somewhere in between.

Of course, almost any option that varies the guards up along those lines involves a fair amount of work, and becomes most important when we're looking to tackle the even larger task of making battles in and around settlements more of a thing.