[Dev Blog] Introducing the Weaver


#1

http://stonehearth.net/2014/07/30/introducing-the-weaver/


#2

woohoo! back from lunch… time to digest some more tasty morsels… :smile:


#3

Yeah! Weaver! Loving all the fixes and additions. I’m hoping there will be a way to say “Soldier/Squad X gets this armor, while Soldier/Squad Y gets That armor.”

Other than that, a very worthwhile wait for a blog. Thanks!


#4

Interesting… Now we can dress our settlers :smile:


#5

ok, we all know I gush… we all know, in my eyes, Radiant can do no wrong…

but sweet Raya, this update was phenomenal! I suppose it was the coming together of so many new concepts, and the realization that SH will be a fully functional deathstar game in the near future!

I love that the tech tree is “growing branches”… I love that we now have more reasons/motivations for expanding our settlements and improving our citizens (farming the land to acquire supplies to then improve our efficiency and protection)…

love, love, loved it… bring on Alpha 4! :smile: :+1:

p.s. the relationship between units and upgrades is very slick… I can see this working very nicely going forward… and bonus points for the lead-in to the bonus footage (record scratch)… :smile:


#6

It was very funny at that one point where that worker undressed (To which I was all like “Gah! Nobody needs to see that!” -Shields eyes-) And then just walks off in his underwear in front of ere’ body. O_O


#7

Will we be able to control who upgrades, I dont want my fodder grabbing my 1 mythril armor


#8

it doesn’t appear as such… but who would constitute fodder? only your military units will try to acquire the new armor, and (in theory) they would all be on (mostly) equal footing…


#9

I feel like he means… you have Captain America who can slaughter a titan after leveling up a bunch… and then you have newbie joe who tries to pick his nose with his sword…

Guess who grabs that obsidian armor you’ve been trying to craft for 3 game days?


#10

true enough… perhaps you can “cheat the system” and craft said armor in close proximity to Brutus McHamfist, so he is assured to grab it once available? :wink:


Feedback on Combat
#11

Love the name… I’m fairly confident Radiant will put something in place for this type of thing, even if it’s extremely simple.

For instance a toggle. (Mchamfist has grab better armor toggled on, while Newbie Joe does not…)


#12

Heh, I said something about the weaver yesterday in my guessing xD


#13

It was mostly obvious, with the comfy beds and the banners (I saw the banner recipes of the weaver long ago).

What’s the third option then, patrol zones?


#14

the third option, under Zone Tools, from yesterday’s screenshot? my guess was trapper zones…


#15

Praise Cid for weavers being available now!


#16

great update. I love that the soldier drops his sword out of happiness and just runs off without it. Although this might be a bug, I vote for leaving that in :smile:


#17

@tom did say in the video something along the lines of “he’s the melee guy so he’ll pick it up” so it sounds like maybe gear will be class/ unit specific? I’m sure we’ll be able to set up some restrictions/ rules otherwise you’re right, it would be annoying if a random unit started picking up equipment you didn’t want them too!


#18

Nice! :thumbsup:  


#19

yeah, I think that’s the intent (workers would grab the outfit that buffs their speed, while combat units would grab the armor)… but I think the more specific question was, if we have two footman, but one has better “stats”, would we be able to ensure the better soldier gets the best equipment…


#20

Hopefully … I’m sure it wouldn’t be too hard to make your ‘best’ units have priority for gear! It certainly makes sense.

@Tom any word?