Yay for mods fixing what should have already been fixed! 
######Just kidding . . .
Yay for mods fixing what should have already been fixed! 
######Just kidding . . .
perfectly acceptable praise in 3, 2, 1…
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will test this evening… thanks! ![]()
Jofferson is a godsend. Idk what I’d do without it.
Froggy,
You are my ranine hero.
Where you lead I needs must follow.
Jofferson has restored sanity lost through my “Fast iteration crappy code”
Version 3 tested.
This version fixes silkweed with the fix I identified earlier.
This version also “fixes” combat, which is quite a bold claim…
The main issue with combat is the zergs.
Once you kill a goblin thief, an escort event is triggered. This dispatches the goblin thief with a number of escorts to stop him getting ganked.
The problem with this mechanic is that the number of escorts that accompany the goblin thief is defined by your player score.
The current live version defines it as your player score / 1000
It’s quite easy to achieve a player score in the 15000s early in the game, which means that you face 15 goblin escorts.
I’ve fixed this so that the amount of goblin escorts is your score /10000.
Basically, in the early game, you will get a maximum of 2 (thief plus one escort) as you get towards 40000 you’ll get 5.
After 40000 points you will need to recruit more footmen as there is a danger that my advanced footmen will not regain their health fast enough between waves.
Hope you enjoy the fix 
TLDR: “Fixed combat”, and @sdee is mean : mean as in cruel, not poor
(assuming she typed in /1000)
Version 4 will be up later with zombies!
This is wonderfully informative! Nice find. ![]()
ahh… so that explains what happened to FroggVille… glares at @sdee ![]()
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so… you were serious? i thought that was just a funny Steam comment! let the swooning and exaggerated reactions commence!
Wow. I am speechless. That code is honestly not supposed to be there anymore.
::looks through github logs::
Wow again. Our bad; well found, @Froggy.
Next up today: UNIT TESTS!
I love TDD or as it used to be called TFD (Test First Design), as I sit here and write my CommandDispatcherTest and find out my CommandDispatcher has a dependency on an object not yet available from my PrimeFactory (very simple factory pattern) so off to the PrimeFactoryTest.
Version 4 released. Details in original post.
Not fully tested. I recommend you keep using version3 unless you desperately want to try out the zombies.
Hey @Froggy, Do the Zombies replace the Goblins? Or are they an alternative to a Goblin Raid?
this really reads like the fine print for … those pills that @Geoffers747 “needs”…
that aside, woohoo! zombies!
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Surely not. @Froggy’s disclaimer is in big, bold type, and much more emotive…
[size=4]Disclaimer: Reading this disclaimer without the benefit of any kind of zoom function may or may not harm your eyesight, and Teleros Holdings Plc cannot be held responsible in any way, shape, or form for any eyestrain or other negative effects which may or may occur. Teleros Holdings Plc can however be held fully responsible for all positive, non-actionable consequences. Reading any or all of this disclaimer entitles Teleros Holdings Plc to a share that shall not be less than one half of your immortal soul, as well as the life of your firstborn child. Teleros Holdings Plc would like to point out to the Discourse development team that for reasons unknown, a size 4 font is smaller than both size 3 and size 5 fonts.[/size]
Sorry i sold it already 
I made a zombies kingdom and switched fire to that. Basically, the goblin raider event now calls kingdom zombie:create_citizen, instead of kingdom goblin:create_citizen. This was handy as the goblin raider is a common event.
I’ll fix it later so that the goblin event is unchanged and he comes with zombie escorts.
Sorry guys, had to remove version 4.
Those that have already downloaded should revert to version 3.
It’s missing pick_up_item_adjacent so as long as you kill the zombies (which should be no problem with the footmen) you can continue using Version 4
Apparently humans do not know to commit arson! - with that fixed:
Zombies are back and version 4 has been updated. Hope you all enjoy my combat, silkweed, berry bush and juniper tree fixes as well as the additional content 
wow, excellent timing… downloading now!
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edit: ok, so far, so good! although, I think the guards have gotten a bit lazy and overconfident…
I like your stockpile system, I usually have massive one but its a little harder to guard and 1 for specific materials for crafters near there station