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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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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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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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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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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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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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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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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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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Re: Game changes - Announcements

Postby sherman » Wed May 26, 2021 12:31 pm

SEASHELLS

We are happy to announce the introduction of a new resource to the game: seashells!!

Available at all coastal locations. It's slowly gathered, but you can speed the gathering with the use of a basket or bucket.

For now we have only introduced clothing items that require seashells, but there are several other things that are gonna be implemented soon probably. Some of them are tools.


SEASHELL TOOLS

Continuing with the seashells, we have just introduced several seashell items. These items behave pretty much like bone tools (no decay through time, but high decay by use), although they wear faster their bone counterpart.

They are cheap tools, that require no hunting.

The tools included are: seashell knife, seashell needle, seashell hide scraper, seashell adze, celt [a kind of primitive axe], and seashell bodkin

NOTE: there are still more seashell items and features to add!!


WOOD OVERHAUL - STAGE 1

It's finally here!!

At this stage we introduced 4 new machines to process timber; 2 are functional right now.

During the following days we will be implementing the remaining stages, which consist in replacing wood as a natural resource with timber, adding firewood at many places (a cheap and very common fuel, and also a basic material for really basic things), and adjusting the prices of wood items and of the materials needed for some of them.

The introduced machines are:

The primitive sawing post. A machine built in the outdoors for procesing timber into wood.

The sawing post. A more advanced machine, similar to its primitive counterpart, used for both wood and lumber. The rates of production are slightly better.

NOTE: the other 2 machines are buildable, but they have no use right now. They are the sawing bench, and the sawing machine.

But...
What's lumber? Lumber is a type of rough wood, used generally for construction. It's less smooth and fine than wood destined for building furniture and wooden objects.

---------------------------------------------------

Also:

Axe changed from:

-400g of wood
-150g of steel
-1 day of work

to

-steel axe head x1 (350g steel, 0.7d)
-small shaft x1
-1 day of work

--------

Hatchet changed from:

-steel hatchet head x1 (250g, 4 days)
-small shaft x1


to

-steel hatchet head x1 (150g steel, 0.5d)
-small shaft x1
-0.5 days of work(muokattu)



WOOD OVERHAUL - STAGE 2

Firewood!!

Today, at every location which's type is grassland, plains, hills, forest, or jungle, we introduced firewood.
Firewood will be a cheap fuel source, gathered at 300g, and will be an option for any place where wood is used as fuel. It's also used now for making small firewood shafts, a new type of small shafts.

------------

ALSO

-axes that required small shafts now require medium shafts instead.
-stone axes that required wood now require small shafts instead.

-cooking recipes that use firewood have already been added for fire pits. Other recipes will be added soon for ovens, primitive ovens, and other machines.


GRASS WOVEN CLOTHES!! :herb:

We just added grass-woven clothes. Shoes, skirts, tunics, and headwear (intended for being a hat or any kind of headwear).

These new clothes require no tools and just grass to be made, and are the first clothes that wear out with time. They can't be repaired!!


EVERAL UPDATES...

The following list of machines that used to have projects where the fuel was wood also got today their projects using firewood.

- oven, primitive oven, pot still, pot still, spit, fire pit, deck grill, gas purifier, and fireplace

Also the kiln and small kiln can now produce charcoal using firewood.

-----

Now is possible to make string with wool yarn at both normal twiners and simple twiners.

-----

We added a ship sawing bench, possible to be built on cargo holds and ship cabins.

Along with that, now all the sawing posts can turn timber into firewood, at a rate of 1:1.


MORE UPDATES...

From today on ships will get an increase of 75% on the wood required for building them (this extends to holds and cabins too). This still makes them 25% cheaper than before. --- Boats won't be affected by this change.

We are also switching ships to lumber. Ships made of pure wood will still be available for 1 month as recipes. After that time, those recipes will be retired from the game. --- Again, boats won't be affected by this change.

-----

Shacks and rafts are now built using firewood. This turns rafts into the easiest boat that can be built.


FIXES

Temporal recipes for cabins and holds made of wood has been added to the game. They will be available for 1 month, after which they will be retired from the game.


IXES & UPDATES - All you need is string and a shaft!!

Several items have been introduced today, and others fixed.

- We introduced the_glass precision lens. It acts as a glass lens but for optical tools.

- We introduced optical tools made of different items: iron, steel, and wood. These new tools deteriorate at enormously increased rates compared to the old aluminized brass optical tools.

- Bone carvings have been introduced as roleplay items.

- The rates of the simple twiner were raised from 1/10 to 1/5.

- We introduced a new portable tool: the handheld twiner!! Its rates are 1/10 of the normal twiner.

- The rates of the fishing pole were changed for fishing on boats and ships. They went from 250g of fish to 375g per day.
The fishing pole needs string now to be crafted.

- We introduced a new fishing tool: the primitive fishing line!! This new tool requires no wood, but it does require string to be crafted.
Its rates are the same as the fishing spear, and it can also fish on the water at a rate of 100g of fish per day.


Change of daily down time
Backups will now be done 3 hours earlier every day, 3:25 AM UTC instead of 6:25 AM UTC. Cantr may be down for a few minutes at this time


25.5.2021

WOOD OVERHAUL
The day of today, as the last step on the wood overhaul, we replaced all the natural wood sources with timber. Wood has then effectively turned into a refined product that comes from the processing of timber on sawing posts and benches. Timber is now gatherable with even the most primitive tools, although not by hand.

Given the rates of timber processing, the most primitive settlements won't see a change on their daily wood production, but the most advanced towns will experiment a great boost on wood production, turning this material now into a more accessible and cheaper good.

To cope with this, the prices of wooden buildings and ships has been increased, but will still fall around 25% behind their former prices. As stated before, the prices of boats won't be altered.

Cantr Staff
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Re: Game changes - Announcements

Postby sherman » Tue Jul 06, 2021 4:10 pm

HAY ADJUSTMENT

Today the projects of making hay have been adjusted so that they are now automatic projects with manual assistance.
That means you can now dry grass, barley, or any of the other things you usually dry to make hay, and it will work automatically at half the current speed. Or you can work on it actively at the normal speed.
In addition, dung-forks have been added as tools that will speed up the process of drying hay by +50%.


FIX >> SAWING POSTS

Given a mistake, sawing posts (tier 2) required medium logs, which require either a lathe or a shaving horse. That kept them behind a steel gate.
This came to be as a part of a good intended change about making logs easier to craft that didn't happen, but could still happen.

At the light of this, sawing posts now require timber instead of logs.
Sorry for the inconveniences, we hope you still enjoy it.


BUILDINGS ADJUSTMENT

Following the Wood Overhaul from some time ago, we adjusted the prices of wood cottages, extensions, and alcoves.
The resources needed were switched to lumber now and increased.


SMALL FIXES

The following items have been modified in a way that now they can be built anywhere and later used to rig ships. >>>topsail, staysail, square mainsail, mainmast, small mast, jib, gaff mainsail, primitive sail, and foremast.
Any of them require only 0.5 days to be rigged on a ship or unrigged. The crafting time for the unrigged versions is the same as it used to be for making them on ship directly.

ALSO:

- small logs and froe clubs have been been turned unmanufacturable. Because of this topsails and ladders now require lumber instead.

- Shaving horses no longer require hatchets (that are made of steel). They can now be built using any axe . Also they no longer require 6 small logs, instead they now require 3 medium logs.

- Medium logs can now be made at any wood machine (sawing posts, benches, or machine). Their crafting time has been reduced from 1 day to 0.5 without a lathe. The lathe time hasn't been changed, remaining at 0.25 days. They only require an axe as tool.

- Logs that required a shaving horse no longer require steel tools. They can now be made using any axe.


LIMESTONE ITEMS

Several items made of limestone have been added to the game.

The items are: limestone building, limestone alcove, limestone extension (and all their respective ruins), limestone trough (and the unfixed version), limestone decorative pot, limestone figurine, limestone statue, limestone bench, limestone throne, limestone goblet, limestone planter, limestone sarcophagus, and limestone book stand

As an interesting note, limestone items take 2/3 of the time it takes to make stone items, but they also have 2/3 their capacity (when they have any capacity at all).

The limestone goblet is heavier than the ceramic goblet.

The limestone statue, differently to the stone statue, is not fixed to the ground and be built anywhere, and consequently pushed or moved


SAILS ADJUSTMENT

AFFECTED SAILS

Square mainsail
Previous boost: 0.25 (25%)
Affected boats: longboat, dinghy, darter
Previous gain: 5.5, 3.75, 8.75

Primitive sail
Previous boost: 0.1 (10%)
Affected boats: raft, dugout canoe, rowing boat
Previous gain: 1.1, 1.5, 1.2

NEW BOOSTS

Square mainsail: 0.5 (longboat gain: 11, dinghy gain: 7.5, darter gain: 17.5)

Primitive sail: 0.25 (raft gain: 2.75, dugout canoe gain: 3.75, rowing boat gain: 3)

EXTRA: primitive sails now can be built on reed boats too.
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Re: Game changes - Announcements

Postby Bmot » Sat Jul 31, 2021 5:11 am

Let thy messages take flight as our brand new carrier birds of a feather flock together, far and wide, to carry your Cantr messages!

After a long awaited time messenger birds are finally finished. These will migrate to a town near you soon.

How it works:
Step 1: Tame and adopt a bird! Once it is adopted it will automatically have the messenger functions. Birds that can be used as messenger birds are wood pigeons, pigeons, ravens, and crows.
Step 2: Build a dovecote. The dovecote will be required as the nest for the messenger bird. Each bird can be trained to recognize two dovecotes. It is suggested that you have one in the town you are in, and the second in another town you wish to be able to communicate with frequently. Use the "set home" function to choose the dovecote in your location. This is where the bird will go when it is deployed to that home. In a second town, when you have your bird with you, use the same "set home" function to train it to recognize a second dovecote.
Step 3: Write a note. Your bird will be taggable where the note is physically part of the bird. Anyone can describe your bird this way so once your bird is flying between towns to communicate you can send messages, but the recipient can also send something back. This means the birds can only be used to transmit messages, but also if something happens to the bird there will be no record remaining.
Step 4: Let it fly. Once your message is ready to send click the dispatch button and select which nest you want to send it to. Everyone has the same option to deploy the bird so your message can be responded to, and your bird returned. You will see an event indicating which direction the bird is flying.
Step 5: Message retrieval. When a messenger bird arrives in your town it will land in the dovecote designated as its nest. There will be an event so anyone in the area with the bird will see the direction the bird comes from and where it lands so it can be retrieved.
With our new messenger birds dovecotes will also be implemented. These work as the nesting boxes for the birds, as well as somewhere to store their feed so that it's easily accessible by them. Small ones can be built inside buildings or outside, where the larger ones can only be constructed outside.

Varieties of dovecote at launch include:

*large stone dovecote
*large wood dovecote
*small stone dovecote
*small wood dovecote
*simple dovecote
Questions:

But how will we feed our birds?
Birds will not eat while they fly. The dovecote can work for feeding them as well as their home so they can eat while not in flight. Just like other domestic birds you can see the level they are fed before sending them on a flight.

What happens if they starve midflight?
If a bird dies before it gets to its destination there will be an event like a regular domestic animal starving in the nearest town. The contents of the note will be lost.

How far can the birds fly?
There is no programmed limit for how far the birds can travel, but they can only go as far as their stomach can take them. The less common messenger birds can travel 150 pixels a day, and the common wood pigeons 125. On a completely full stomach, a bird can survive approximately twelve days without eating. You must physically be able to travel to each location at least once to train it to know its nest. Also if no one is on the other end to return your bird it could be lost so these are factors to consider when deciding how far to try to send your bird. The longer the flight, the higher the risk that your bird will be lost mid-flight. The dovecote functions as both a nest and a feeding box so if there is food available in it when the bird arrives it will be able to eat at the next animal eating tick.

What kinds of birds can I train to send messages?
Wood Pigeons are the most common option available worldwide. Regionally you can also find pigeons, crows, and ravens. There is a small speed boost for electing to use a regional option.
Richard Dawkins wrote:We privileged few, who won the lottery of birth against all odds, how dare we whine at our inevitable return to that prior state from which the vast majority have never stirred?
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Re: Game changes - Announcements

Postby Joshuamonkey » Sat Oct 16, 2021 8:06 pm

**From old to ancient**
Cantr characters are no longer just "old" or "very old". Now there are 6 different terms for old age!

We decided on the following ages and terminology via a vote by the Player Board on Discord:

90: ninety
100: old
150: very old
200: extremely old
250: ancient
300: very ancient
350: extremely ancient

Thank you to every player who has grown old with Cantr, and thank you to the new for embracing our collaborative story and world!

Other recent changes:
  • Newspawns will no longer spawn with expert skills (skillful at best).
  • Now you'll see the name of the noticeboard when someone points at it.
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Re: Game changes - Announcements

Postby sherman » Mon Oct 18, 2021 1:41 pm

Hello,
Due to domain name issues, Cantr is not available to a significant part of the players. The game will remain locked for now until access is restored to everyone. During the game lock, no ticks will happen and your characters will still be where they were and doing what they were doing at this time. We apologize for this delay in the game.

Genesis will remain unlocked and running during this time

We've removed 10% (2 days) of hunger from all hungry characters on Cantr and Genesis and 10% from the domesticated animals on both Cantr and Genesis.

Thank you for your patience while we deal with this problem

Your Cantr staf
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Re: Game changes - Announcements

Postby Joshuamonkey » Tue Oct 19, 2021 5:00 am

The game is now unlocked. Enjoy!
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