Zcul

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Everything posted by Zcul

  1. no that rule needs to stay a while longer.
  2. Removed the donut house construction limitation to see what will happen. Will be on test server in a few days: />https://twitter.com/Zcul/status/285094080743100416/photo/1
  3. Well the purpose of this suggestions is to introduce more versatility, new features, i.e. new types of roads, more variable types and more complex skill to allow for different types of roads based on requirements of the builder instead of one ultimate road type.
  4. I was thinking along these lines aswell. Having some "ladder of speed" where each more complex material would yield faster roads. I do have to say I changed my mind after the suggestion to separate the speed from the looks. Basically having some way of constructing advanced roads that have different drawbacks depending on how they were built. It requires some more coding but it would be nice. Also it would allow people who want really fast roads to build those, and those who just want a fancy looking marble road to place those without alot of extra work.
  5. A possibility is we track whoever made it can remove it for 48 hrs or so could solve that, maybe that could also be applied to any paving, a "hardening" period where the tile is still able to destroy more easily. Could that work as antidote for griefing aswell?
  6. Updated the start post with notes about destroying and progressively improvement of roads over time.
  7. Thanks for your support of the game. We all love it very much too and see its potential. I myself started out as a player years ago and now contributing development on both server and client. We all play and have played over the years! The reason i post these threads even though there is a memory leak that alot of people are working feverishly to fix it is because I want to keep an open discussion and get more perspectives than my own experience from the game or that of some game masters or other developers. It is hard to keep track of all the effects a change will have, and even more so on the very limited team we have. Thanks for the great feedback! And we are not ignoring changes being requested. We just released two of the most wanted features since long time, those of multistory, visible armor and face customization! Yes (old style) floor boards will be looked at eventually aswell. It will most likely be done when we move forward with fixing bridges, jettys. It's in the bug list, right now is christmas and new years time. In Sweden this means development efforts are low for another week since alot of bank holidays on weekdays this year. Sorry about that, but I'm not keen on giving out details of recipies and requirements but rather let players find these out. Right now multistory is still in abit of a flux as we are weeding out post release bugs and adjusting recipies to make more sense. I have started a City hall feedback thread for this purpose, feel free to join the conversation. Yes this is also a much requested feature, along with underground buildings and will probably get looked at some time... We're not trying to make life difficult for the player base. It is the typical nerfing discussion where a previous feature that was not working as intended or had problems from various perspectives (Player balance, GM pains, Code smell, Support, Disk thrashing, Network clogging etc) was made more in line with some overarching vision or goals and thus was made harder or easier as an effect of that.
  8. Updated with addition of sands, from the ideas in the thread. When attaching materials it would request 1 sand + 1 cobblestone each time, like when building walls or floors.
  9. While reviewing code for Paving i came across the fact it takes just 1 brick to pave an entire tile directly on dirt. I think it is too easy to make this high end road that give max travel bonus. A recipe adjustment could look like this: Speed +: Gravel Made from crushed (?) stone shard + packed dirt Speed ++ Sanded Gravel Made from some sand on Gravel Speed +++ (Any of the following) 1 stone slab + 4 sand on Gravel tile -> Slab stone road 1 slate slab + 4 sand on Gravel tile -> Slate stone road (new!) 1 marble slab + 4 sand on Gravel tile -> Marble road (new!) 4 cobblestone + 4 sand on Gravel tile -> Cobble stone road (new item "cobblestone") 4 pottery cobblestone + 4 sand on Gravel tile -> Pottery brick road (new roadtype, new item "pottery cobblestone") Removed: 1 stone brick on packed dirt Important: Don't forget difficulty considerations when destroying pavements. Increase difficulty with pavement complexity. Important: Building is not about big recipies its about progressively improving the road as described in the post here by yarnevk. Important: Make sure the design choice is separated from the speed maximum for total flexibility. Question: What to do with all existing cobblestone roads made from 1 stone brick + packed dirt? Idea: Make some way of material reuse (potential problem with griefing/stealing then. require high paving skill?) Idea: Make slope restrictions abit less harsh. Idea: Remove water restriction for water passage ways (not sure about this one, bridges will solve this later on) Idea: Make carts and horses affected by pavement (less stamina drain?) Edit: Restructured with thoughts of speed and removed mortar as a requirement (everyone hates mortar) and use sand instead. Also added concept of separating design from speed. /Andreas @zcul
  10. Where did you get this problem? Server and deed so I can come visit and see what is going on.
  11. Forgot to mention this patch also saw the introduction of paving as a skill given for packing dirt. It used to be a digging skill.
  12. Improving floors that required paving in the first place? Yes that could work. You rode in at the ground level for this? Circle shaped houses is not possible as reasonable fix since the whole game is built on the existing grid system, unless faked somehow. Enforcing door/arched walls somewhere on the structure could be removed I guess, just worried that beginners will get stuck too easily. Maybe remove the limitation if the house is more than 3 tiles?
  13. Some small fixes went in with patch on 25/12, no more requiring the ground floor to plan above it and hopefully also a fix to the planning no longer working bug.
  14. Hi. The idea with multistory is to enable players to be creative in building their home in wurm. Variety, options are central and will be worked towards during upcoming releases. We really want to enable you to build your own magnificent castles. How does multistory work right now (or at least how it is supposed to work). - Planning new floors requires carpeting. - The higher you want to build the higher your carpentry needs to be. - Selecting the floor material type requires specific skills and tools depending on the material, see list below: - Some challenges remain, like having a solid leveling path for Paving, it will be fixed somewhat with changing packing to give paving skill instead of digging. Floors Wood plank (Carpentry) -- this is the entry level material Pottery brick (Paving) Slate floor (Paving) Stone brick (Paving) Slate slab (Paving) Marble slab (Paving) Roofs Wood shingle (Carpentry) -- this is the entry level material Pottery shingle (Masonry) Slate shingle Stone brick (Masonry) Thatch (Thatching) Known issues: - Walls on second floor and higher seem to be badly aligned causing visual crack in some corners. - If you just make a planned parapet and then continue to build above it, it becomes impossible to go back and finish the parapet fence. - Issue with too low quality yield of floor compared to raw material QL and skill level. - Possible to fall into walls on the ground floor and get stuck in them. - Traders, Merchants fall to floor level #1 when dropped on upper floors - Piles are counted for the whole tile and all floors above it, should be maxpile per floor - Walls at floor 2 and up can be planned without material consumption. Will fix so it requires 1 plank + nail. - Wheels are inside the floor on ground floor. - Creating a floor above you makes you float in midair on ground floor if you have no floor on it. - Bulkbins floors etc are not abel to coexist on same tile, different floors Fixed issues: - Skillgain for paving considerations: Skillgain for paving now given when packaging dirt. - Planning a roof on the first floor requires a floor on the first floor. This restriction will be removed, so that making a roof on your first 1x1 house will not require the floor. Should be fixed with the 2012-12-25 reboots. - Built to 4th story, destroyed 1st story floor plans and can't plan them anymore. Should be fixed with the 2012-12-25 reboots. - Improve does not work (hangs?) Fixed in patch 2013-01-03 - Repair does not work (hangs?) Fixed in patch 2013-01-03 - Donut homes now fixed
  15. Hey, sorry for the confusion. Fixed One bug revealed another. I agree, planning roof on first floor should NOT require a floor at ground level. Thanks for your patience :-) /Andreas
  16. Paving stays for brick/slab type floors - can tweak it though. Maybe height restriction should only apply to planning the structures? The whatever suitable skill for selecting the floor itself (based on material). Packing dirt would become the Paving entry skillup. /Andreas
  17. Hey I'm the one with the soft spot for paving skill. How about we change dirt packing so it uses the paving skill instead of the digging skill, allowing people to more easily level up paving to the low 20ies? /Andreas
  18. In order to figure out the bug, please check what the player did as the first command when this started. It is also possible to cancel the action stack with escape multiple times.
  19. Confirming it's being worked on and will be released when it has been done and tested. You are supposed to be able to have 100 items per floor and also beds on one floor and bsb on another in the same tile.
  20. Don't despair. Next version of multistory will be even grander.
  21. This could very well be a case of corner-cutting before the release, we may have to increase these limits moving forward. It has to be discussed. Thanks for the heads up.
  22. Yea pretty much. Any suggestions on how to fix this issue? Ideally perhaps you should be able to determine yourself which direction the roof should be?
  23. Thanks for reporting this bug, it is being fixed!