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Index » Muelsfell Game Forum » Clan Discussions Muelsfell World v1.0 Forums
AuthorThread: Clan Release v1.0
1 | Page 2
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #2734 Posted: May 25, 2008, 1:55 am
I'll be posting some more information here and/or on the help pages tomorrow evening (preferably the latter). This was a pretty large update, so once I get a bit more debugging and monitoring done, I'm going to need a break so my eyes stop swimming. :)

Meanwhile, I'm sure there are some players who will be willing to share details as they learn them.

Kep
Sterling
Posts: 157
Location: Darghelm
Magus Age: 119 years old
Message #2739 Posted: May 25, 2008, 2:24 am
cool, thanks!
Tiempo
Tiempo's Avatar
Posts: 20
Location: Fellin
Magus Age: 116 years old
Message #3191 Posted: May 29, 2008, 5:33 am
I started a clan with alchemy as a secondary, and transmuted a golem from flesh to iron. What I got as a result is a golem made of iron with only as many hit points as a flesh, both in the individual parts and overall.

Bug or feature?
Halftea
Halftea's Avatar
Posts: 1307
Location: Darghelm
Magus Age: 132 years old
Clan: ADV
Website: Click Here
Message #3203 Posted: May 29, 2008, 12:40 pm
Arkham said:

Alchemy Specialization - These clans are able to transmute their golems and resources into other types, warping flesh into bone or iron depending on how advanced the clan has become. This does not change the hit points of a golem; only the resistances.

Kep


Looks like it is a feature. But is does make sense. Basically if you take a level 1 flesh (1600 resources) for a torso) and transmute it to a level 1 iron torso (7500 resources) you have less material to begin with, so less hit points.
Tiempo
Tiempo's Avatar
Posts: 20
Location: Fellin
Magus Age: 116 years old
Message #3212 Posted: May 29, 2008, 3:09 pm
Okay, but shouldn't the resulting individual pieces have higher hit points? A normal iron head has 52 hit points, but the iron head on my converted golem has 15.

I suppose I can replace the converted iron pieces with new iron pieces, but I could have done that without converting. If all that defines the golem as an "iron" golem is the chest, I'd sooner just convert that and deal with the rest of the pieces on my own, rather than have weaker iron pieces that nevertheless take iron to repair.
deathpunk
deathpunk's Avatar
Posts: 154
Location: Nournsland
Magus Age: 117 years old
Message #3229 Posted: May 29, 2008, 5:32 pm
Tiempo said:

Okay, but shouldn't the resulting individual pieces have higher hit points? A normal iron head has 52 hit points, but the iron head on my converted golem has 15.

I suppose I can replace the converted iron pieces with new iron pieces, but I could have done that without converting. If all that defines the golem as an "iron" golem is the chest, I'd sooner just convert that and deal with the rest of the pieces on my own, rather than have weaker iron pieces that nevertheless take iron to repair.

Then let the pieces get destroyed and replace them with real iron parts
Halftea
Halftea's Avatar
Posts: 1307
Location: Darghelm
Magus Age: 132 years old
Clan: ADV
Website: Click Here
Message #3237 Posted: May 29, 2008, 6:03 pm
Okay, but shouldn't the resulting individual pieces have higher hit points? A normal iron head has 52 hit points, but the iron head on my converted golem has 15.


As the hit points on a regular flesh 1 head is also 15, I'm guessing hitpoints are based mostly on amount of materials rather than type of materials.

Of course the fact that a flesh 1 arm and flesh 1 hand (not to mentions legs and everything) require the same amount of raw material but have different HP threws a large wrench into this theory... :)

I guess if you say that location is also a factor you can resolve it somewhat. But hey, Logic wasn't my major. :)
Endovior
Endovior's Avatar
Posts: 172
Location: Nournsland
Magus Age: 117 years old
Message #3289 Posted: May 30, 2008, 3:23 am
Something I've noticed:

As a Duke in my clan, I have the ability (over and above regular members) to invite, upgrade the clan buildings, and create new items, though I have no access to clan golems.

Given the magnitude of the investments, it seems that I should not have the ability to create new buildings, but I should be able to manage golems.

Either these permissions should be different (you change them yourself on a global level), or better yet, the Sovereign Magistrate should be able to determine the exact permissions of each access level.
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 124 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #3294 Posted: May 30, 2008, 3:45 am
Eventually all the rank permissions (and even the titles themselves) will be assigned by the magistrate. Doing so in the first release of clans would have added to the complexity, however, so I opted not to mess with it for the time being.

The hit point issue with transmutations has already been confirmed as intentional, but let me just add that hit points are not the real reason why you'd want to transmute a golem. :)

Kep
Elsworth
Elsworth's Avatar
Posts: 93
Location: Fellin
Magus Age: 111 years old
Message #3306 Posted: May 30, 2008, 5:37 am
Arkham said:

The hit point issue with transmutations has already been confirmed as intentional, but let me just add that hit points are not the real reason why you'd want to transmute a golem. :)


Transmuting golems is interesting and I'm really keen on upgrading my clan buildings to enable more options...

So, if anyone is interested in Alchemy, let me know...

E
MightyOne
Posts: 6
Location: Fellin
Magus Age: 117 years old
Real Name: AC
Message #5100 Posted: Jun 20, 2008, 6:07 am
Hi Kep,
I know this is wishful thinking, but will an alchemist be able to convert other resources/items into money. :)
because that would really be awesome! :)
Zeldisgar
Zeldisgar's Avatar
Posts: 51
Location: Shilo Steppe
Magus Age: 111 years old
Real Name: Mark
Message #5246 Posted: Jun 23, 2008, 3:38 am
Are You considering allowing a fusion of two clans?
Something like joining one clan into another - with all theirs resources and research combined, or something like that.
laidan
laidan's Avatar
Posts: 1158
Location: Mottonsborough
Magus Age: 113 years old
Clan: OASIS
Message #7566 Posted: Jul 21, 2008, 9:53 pm
That could be pretty handy, down the line
 
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