Most of you probably don't know who I am, but hey, thats the life of the low count poster on the forums that hasn't played in half a year.
My last test is next monday, so I'm thinking about starting back at Cantr again. I was just wondering, how are the Stone Knights doing now. Is there any memory of Pauric Grimes remaining? What about Tádgh Fitzmaurice at Quillanoil? I'll hazard a guess and say crime hasn't taken over the town due to his death.
Also, could someone give me a short account of any major changes there has been?
Thank you in advance.
Nearly Back
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- Báng
- Posts: 268
- Joined: Tue Jul 15, 2003 8:01 pm
- Location: Tyrone, Ireland
Nearly Back
People don't change....perceptions do.
'Gabriel Xavi'
'Gabriel Xavi'
- DylPickle
- Posts: 1228
- Joined: Sun Aug 15, 2004 6:01 pm
- Location: Canada
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Lumin
- Posts: 745
- Joined: Wed Jan 12, 2005 3:51 pm
Don't forget hunger and healing. You can starve more quickly now, healing food no longer helps you with hunger, and there's no natural healing at all.
The way Cantr works as a whole has changed drastically, and there are still quite a few wrinkles in the implementation that need to be ironed; you may want to glance at a few threads here to get a better idea.
The way Cantr works as a whole has changed drastically, and there are still quite a few wrinkles in the implementation that need to be ironed; you may want to glance at a few threads here to get a better idea.
- kroner
- Posts: 1463
- Joined: Sat Sep 27, 2003 4:39 pm
- Location: new jersey...
i still remember you and both those characters.
Like goalieman said:
1) a lot of tools and weapons are being broken down into components so things tend to take a lot more time, a lot more varied resources and in some cases new machines.
2) instead of having generic health, there are a number of different meters. the three in use at this point are damage, hunger and tiredness
-damage: it's like the old health bar, but not increased by hunger and similarly not decreased by eating daily food anymore. this means healing food is the only way to recover.
-hunger: goes up 5% when you don't eat daily food, and down by 3% when you do. note that it only takes 20 days to die of hunger now. hunger isn't affected by healing food.
-tiredness: goes up when you work on projects, drag people or attack people or animals. you recover tiredness slowly over time. there are methods of increasing the recovery rate, but they haven't been made public. things to watch out for: short repeat projects cause lots of tiredness so avoid them. hitting people and dragging both also cause a lot of tiredness.
3) a skill system has been introduced. skills aren't visable to players, even your own characters' skills. the skills affect weapon damage and project rates. skills were assigned randomly, but newspawns have skills based on the people in town when they spawn. skills are increased by practice.
4) item deterioration has been implemented but right now only affects weapons. weapons now have a descriptor such as "brand new" or "used" in front of their name. condition deteriorates over time by itself and also from being used. things to watch out for: wooden weapons deteriorate ridiculously fast, while iron and steel are fairly slow. most bows are already at "used" condition. right now there is no way to repair things, although programming promises this is coming soon.
Like goalieman said:
1) a lot of tools and weapons are being broken down into components so things tend to take a lot more time, a lot more varied resources and in some cases new machines.
2) instead of having generic health, there are a number of different meters. the three in use at this point are damage, hunger and tiredness
-damage: it's like the old health bar, but not increased by hunger and similarly not decreased by eating daily food anymore. this means healing food is the only way to recover.
-hunger: goes up 5% when you don't eat daily food, and down by 3% when you do. note that it only takes 20 days to die of hunger now. hunger isn't affected by healing food.
-tiredness: goes up when you work on projects, drag people or attack people or animals. you recover tiredness slowly over time. there are methods of increasing the recovery rate, but they haven't been made public. things to watch out for: short repeat projects cause lots of tiredness so avoid them. hitting people and dragging both also cause a lot of tiredness.
3) a skill system has been introduced. skills aren't visable to players, even your own characters' skills. the skills affect weapon damage and project rates. skills were assigned randomly, but newspawns have skills based on the people in town when they spawn. skills are increased by practice.
4) item deterioration has been implemented but right now only affects weapons. weapons now have a descriptor such as "brand new" or "used" in front of their name. condition deteriorates over time by itself and also from being used. things to watch out for: wooden weapons deteriorate ridiculously fast, while iron and steel are fairly slow. most bows are already at "used" condition. right now there is no way to repair things, although programming promises this is coming soon.
DOOM!
- Agar
- Posts: 1687
- Joined: Tue May 11, 2004 7:43 pm
- Báng
- Posts: 268
- Joined: Tue Jul 15, 2003 8:01 pm
- Location: Tyrone, Ireland
- Nixit
- Posts: 2307
- Joined: Sun Nov 07, 2004 8:06 pm
- Location: Your imagination...
kroner wrote:4) item deterioration has been implemented but right now only affects weapons. weapons now have a descriptor such as "brand new" or "used" in front of their name. condition deteriorates over time by itself and also from being used. things to watch out for: wooden weapons deteriorate ridiculously fast, while iron and steel are fairly slow. most bows are already at "used" condition. right now there is no way to repair things, although programming promises this is coming soon.
Stone hammers are affected as well, and there might be more.
Just because you're older, smarter, stronger, more talented... doesn't mean you're BETTER.
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