Game changes - Announcements

General out-of-character discussion among players of Cantr II.

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Bmot
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Re: Game changes - Announcements

Postby Bmot » Thu Feb 18, 2021 7:31 am

The following object recipes have been changed, to undo an unintended glitch where adding a deteriorated item to a project, and then cancelling that project, would return the object as brand new. The projects now have had the same requirements as the base item added, and will no longer use the base item itself:

- diamond encrusted sabre (was made from the sabre)
- electric guitar (was made using the guitar)
- kite shield (was made using the iron shield)
- gold / silver / platinum plated shield (was made using the kite shield)
- bone shield with feathers (was made using the bone shield)
- iron shod billy club (was made using the billy club)
- steel scutum (was made using the scutum)

Existing projects will not be affected.


Decorative plants now have their own subcategory under Furniture -> Decorative, to reduce build menu clutter. :)


From now on it is possible to grow ginseng like a herb, as well. It's available for herb gardens, flowerpots and windowboxes.
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Bmot
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Re: Game changes - Announcements

Postby Bmot » Fri Feb 19, 2021 6:51 am

Catch them before they grow legs!!

Now the following list of machines are built in 2 steps:

Apothecary table
Beehive
Biodiesel mixing vat
Bow stringer
Bronze / iron anvil
Butter churn
Cask
Curing tub
Deck grill
Desiccator
Drying rack
Flattop Girdle
Gas BBQ
Kitchen table
Loom
Manual grain grinder
Press
Salting Barrel
Simple loom
Simple cotton gin
Shaving horse
Simple twiner
Small kiln
Small sharpening block
Smoker
Solar still
Spit
Spindle
String jig
Stone table
Troughs
Twiner
Work bench

The 1st step is building the machine wherever you want, with no restrictions. You will get the unassembled / unfixed machine that you can't use yet. The 2nd step is to properly assemble or fix the machine at its right place, after which you will be able to use it normally.

This change allows to install and uninstall machines without having to destroy them, and without losing materials in the way. You can also trade them, or build them at some place and take them to somewhere else and easily install them.
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Bmot
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Re: Game changes - Announcements

Postby Bmot » Sat Feb 20, 2021 9:27 pm

Welcome to Camp Cantr! :mrgreen: :mrgreen:

Pitch your tent in a nice spot and feel better protected from the elements -and- the animals, then cuddle up in your sleeping bag for the ultimate wilderness luxury.

Today we introduce the following new items for the weary traveler:

Tents!
Tents will function like the already existing steel cage: really a vehicle that can't move. When you're inside, the animals will not be able to get to you. However: they cannot be locked, and you can still be attacked by other characters while inside a tent.

A tent is quick to pitch and "disassemble", and is made from several parts. Don't lose your stakes!

For now, there are three types of tents, two made with sailcloth, and a primitive one from hides. We have also added special portable storage sacks that will exactly fit all the kit for one tent.


Sleeping bags!
Great inside a tent, directly under the stars, or even at a sleepover party, sleeping bags will work to provide comfort in practically any location.

They are practical, quick to set up resting furniture. As long as they are being used (i.e. rested on) they cannot be "disassembled", but as soon as you get up, keep in mind that anyone can pick it up in just one project tick of work.

To make these, first sew the "rolled" version found in the semi-finished products category. Afterwards, this rolled sleeping bag can then be unrolled very quickly into the final furniture item to rest on.
For now, there are three types of sleeping bag: cotton and hemp versions, as well as a primitive one made from furs.


Enjoy, sleep well, and happy camping!
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Bmot
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Re: Game changes - Announcements

Postby Bmot » Wed Feb 24, 2021 9:05 am

Sit back, relax, and enjoy!

We have added sauna's to the game! Sauna's can be built in alcoves, heated up with coal, and act as resting furniture.

To build a sauna, first get yourself an appropriately sized room (only available in alcoves: brick, marble, stone -and- wood). There, first build the stove, then build the sauna around it. The stove can be lit, not unlike the cozy fire in the fireplace, and can be splashed with water, just like a real sauna.

The sauna objects are very heavy, to discourage people from using their sauna as a storage room. An alcove with a sauna will still fit 4 people plus their inventories though.
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Bmot
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Re: Game changes - Announcements

Postby Bmot » Wed Feb 24, 2021 9:12 am

New vote (Wood / Timber Overhaul) on the Cantr Discord channel, in #voting, for Player Board contributors. Details at https://trello.com/c/isMKuhmi

WOOD OVERHAUL SUGGESTION

At the current moment wood is one of the scarcest resources in Cantr and it's also one of the most widely used ones. That plus the fact that's not very logical to find wood in its finished state naturally, and that timber is one of the most wasted products in the game, having no purposes nor use beyond a few ones related to construction or ship parts.

In order to address that the suggestion here consists of several steps:
    * The first is to make timber convertible into wood.
    * The second is to replace all existing wood gathering spots with timber.
    * The third is to add a new resource: firewood, which would be reasonably common and easy to find outside of forest locations. Firewood would then be used for simple tools and simple tool parts and would be added as cheap fuel, reserving wood for machines and furniture, and medium and big-sized objects.
    * The fourth step would be to introduce another new resource: lumber. Lumber would be used for building constructions, ships, and any other projects that require a less refined type of wood.
The result of this would be that both types of wood would become a subproduct of timber, but wood would not be used anymore as mandatory for the most primitive tools, instead the characters will have the option of using firewood (that would be more common and easily accessible).

----

Q&A:

1- How will this affect the current gameplay?

1- From this overhaul on, Wood will become a refined product and not a natural resource anymore, but it will still be accessible in the early stages of the game. It would only turn slightly harder to get. In counterpart, most small things like wooden tools and small objects will require Firewood, which will appear available at many places and will be a common resource and will be also a cheap fuel source. Wood will then be reserved for machines and furniture, and medium and big-sized things.
Buildings and ships will switch to Lumber.
Generally speaking, the wood gathering rates will increase, particularly for developed communities. Wooden tools would also become easier to make.


2- How common will firewood be?

2- We are not sure yet, but the idea is to make it a fairly common resource since it would be like branches, twigs, dead bushes, small isolated trees, and other things like that.


3- What will be the rates of gathering now?

3- Timber will remain the same. Firewood is not decided yet, but it would probably be kinda low.


4- Will this affect already existing stocks of wood?

4- No. Wood would remain the same. What would change would be its uses.


5- If firewood will now be a cheap fuel, what will it be used for?

5- Most probably cooking. It will become an alternative to wood at the fire pits and the primitive ovens and normal ovens.

----

DETAILS

Harvestable resources are "timber" and "firewood" (or thicket or branches or whatever.)
Timber is harvestable from forest locations.
Firewood is harvestable from: forests, jungles, grasslands, plains, hills, and swamps.

Firewood is directly usable as a fuel, or for small and/or simple things.

Timber is further processed into different resources for different types of projects:
    * It can be turned into "wood" that'd be used for currently known projects like tool parts, furniture, etc.
    * It can be turned into "lumber" that'd be used for building large things, like buildings and ships

Wood is replaced everywhere by timber and is no longer available as a natural resource.

Timber is now gatherable with stone axes and celts too, at rates of 700g/DOW.

----

Timber to wood:

In order to convert timber to wood, the following suggestions were planned.
    * Primitive sawing post (requires you to have an axe) >>> a low-tier stationary machine like an anvil required for cutting timber and producing wood and lumber. Made of stone.
    * Sawing post (machine. Requires you to have a saw) >>> A machine built with wood or lumber and maybe some iron. It has a better rate of conversion and it's faster than a primitive post.
    * Sawing bench (machine. Requires you to not put the hand on the sawblade) >>> Requires no tools. It's more expensive than the sawing post, faster, with better rates, and uses steel for the saw blade.
    * Sawing machine (machine, fueled) >>> Same as above, better rates and speed, more expensive, probably uses engine parts and consumes fuel.

NOTE: celts are tools that are being developed at some other project. They're the primitive cousins of the stone axes.
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Bmot
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Re: Game changes - Announcements

Postby Bmot » Wed Feb 24, 2021 6:20 pm

Sheathe your weapons, please!

Now available in a build menu near you: sheaths and scabbards!

Finally, Cantrians will be able to safely store their weapons and protect their steel.

There are four new objects to start with:
- basic leather sheath - will hold up to 100 grams, to fit anything up to a bone knife
- small leather scabbard - fits anything up to a Dirk
- medium leather scabbard - fits anything up to a Diamond Encrusted Sabre
- large leather scabbard - fits anything up to a Claymore

They can be worn, featuring a strap for that purpose. Find them in the Clothing category, under Scabbards.

More types are still in the works, so soon there will be other choices than leather, too.
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Bmot
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Re: Game changes - Announcements

Postby Bmot » Thu Feb 25, 2021 11:04 am

More primitive things!!

Four new items were added to the game: the stone knife, the bone sickle, the primitive shovel, and the stone mace.

-These new tools are non-repairable, and generally speaking are slightly worse in efficiency matters compared with the more advanced versions. On the other hand, they are quite accessible and easy to craft.

-The stone mace is a simple and easy to make mace with a stone head, and it doesn't require wood. It's not as powerful as the bone spear, but on its own primitive tier is really good.




EDITS

All the dung-forks have been modified now. They now require slightly less wood, using large shafts instead of simply wood for crafting them. This impacts particularly the wooden dung-forks.
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Bmot
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Re: Game changes - Announcements

Postby Bmot » Thu Mar 04, 2021 5:36 pm

Cover your ears!

Now available to build and annoy anyone in sight (and some not in sight!): Penny whistles!

Now everyone around you can hear a high pitched squealing whistle whenever you want!

There are two new whistle variants:
- Tin penny whistle - made using tin
- Aluminium penny whistle - made using aluminium

Hope you have fun making all sorts of new folksy songs with your friends now!
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Bmot
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Re: Game changes - Announcements

Postby Bmot » Tue Apr 13, 2021 8:09 am

Some new updates (bit late, sorry about that :) )

22-3-2021: Cask fix

Now you can build casks at any type of building. Just not vehicles nor boats.
You are not longer limited to stone and marble buildings.


23-3-2021: Ship cabin removal

This came late, but it came at last.
Now you can remove ship cabins the same way as with buildings. You have to first destroy the cabin and later remove the ruins. Maybe this last step has little sense but we don't have another way around the code.

Something to note: removing ship cabins and cargo holds takes half the time it normally takes for building them. Removing the ruins takes the other half, so the effort in time is the same.
The return of raw materials is higher than with buildings, being around 80%.


5-4-2021: Radio assembly fixes

Now all radio receivers and transmitters are built in 2 steps:

1- you manufacture the uninstalled receiver or transmitter wherever you want.
2- you install the receiver or transmitter at the proper location (either a building or a vehicle).

The installation takes half a day and the same tools as manufacturing it. Uninstalling the radio will return an uninstalled version of it that you can later install again.


9-4-2021: Stone axes can now be made with string, as a secondary method of production.


13-4-2021: After a while of forum registration having been broken, we have now adjusted the process. You should now be able to register to the forum again!

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