Update 1.21 - Notes that could modify planning

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Falkarma
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Update 1.21 - Notes that could modify planning

Postby Falkarma » Thu 09 Jun 2016, 14:12

(I'll just write a list here of stuff that could impact your planning, mainly for high-level players)

EN:
  • The Norstrian Wall will be considered a Wood Wall starting in 1.21.
  • New high level glass could have you rethink some crafts.
  • New acheology tablet type could give an interest boost.
  • Will be possible to raise the skill "Transportation"

FR:
  • Les murs Norstriens seront considéré des murs de bois.
  • De nouveaux types de verres pourraient vous faire repenser quelques crafts.
  • De nouvelles tablettes d'achéologie pourraient améliorer l'aptitude Intérêt.
  • Il sera possible de faire progresser "Tranport" sur le héro.

DE:
  • Die Nordria-Wand wird als Holzwand angesehen ab 1.21
  • Neues hochwertiges Glas könnte euch über einige Produkte nachdenken lassen.
  • Neue Steintafel (Archäologie) könnte interessante Auswirkungen zeigen.
  • Es wird möglich sein Transport zu skillen.
Therian Saga

Coastis
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Re: Update 1.21 - Notes that could modify planning

Postby Coastis » Thu 09 Jun 2016, 14:31

I presume this means it will be considered as both a wood and a stone wall, and not just a wood wall?

Gopol
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Re: Update 1.21 - Notes that could modify planning

Postby Gopol » Thu 09 Jun 2016, 14:46

The Norstrian wall is made of wood and cloth but it is currently not accepted as "wood wall" in the construction of castels (an maybe other constructions).

It is not a stone wall.

Coastis
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Re: Update 1.21 - Notes that could modify planning

Postby Coastis » Thu 09 Jun 2016, 15:32

Gopol wrote:The Norstrian wall is made of wood and cloth but it is currently not accepted as "wood wall" in the construction of castels (an maybe other constructions).

It is not a stone wall.


Thanks for the clarification!

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Re: Update 1.21 - Notes that could modify planning

Postby fingon » Thu 09 Jun 2016, 18:41

great idea!
thanks Falk!

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Re: Update 1.21 - Notes that could modify planning

Postby DarkShade » Thu 09 Jun 2016, 19:54

How will the Norstrian Walls change affect guild planning? Anything new become possible?

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Re: Update 1.21 - Notes that could modify planning

Postby Gopol » Thu 09 Jun 2016, 20:10

It makes the tarasquan castel easier.

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Glenn
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Re: Update 1.21 - Notes that could modify planning

Postby Glenn » Thu 09 Jun 2016, 20:28

Marapis vaults X200
Océanite fortifications X10
Océanite walls X 100
Marapis megalithic foudations X50
Nuertesilicio / waxed cotton Norstrian Wall X100
Jutug root of cloth X50

Do you have any better idea for a castel in tarasquan ? Think this recipe is not bad, isn't it ?
Teasan -Arrivé à Port Fiergrue le 18-12-2013
Membre d'Eisenfaust

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Re: Update 1.21 - Notes that could modify planning

Postby Irtas » Fri 10 Jun 2016, 10:15

Just a question about the goal ? I mean, why do you want to do a Castel in Tara ?

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Horatio
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Re: Update 1.21 - Notes that could modify planning

Postby Horatio » Fri 10 Jun 2016, 10:54

Sleep between Transportation actions !

Dormir entre des actions de Transport.
Nous sommes près du but ^^

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Falkarma
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Re: Update 1.21 - Notes that could modify planning

Postby Falkarma » Tue 16 Aug 2016, 14:00

Just added some informations.

Je viens d'ajouter quelques informations.
Therian Saga

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Lifewarden
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Re: Update 1.21 - Notes that could modify planning

Postby Lifewarden » Tue 16 Aug 2016, 14:10

WOOT!

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Morlop
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Re: Update 1.21 - Notes that could modify planning

Postby Morlop » Tue 16 Aug 2016, 14:13

Lifewarden wrote:WOOT!

haha exactly my thought.. !!!

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Kylie
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Re: Update 1.21 - Notes that could modify planning

Postby Kylie » Tue 16 Aug 2016, 14:16

[quote="Falkarma"]
FR:
  • Il sera possible de faire progresser "Tranport" sur le héro.

et les Compagnons ? :P
(Baume, Entraînement, etc ...)
Rebelle d'Eisenfaust :twisted:



-Tu as lu la Bible ?
-Non mais j'ai vu le film :lol:

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cibus4
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Re: Update 1.21 - Notes that could modify planning

Postby cibus4 » Tue 16 Aug 2016, 14:39

New acheology tablet type could give an interest boost.

and i hoped that i had max bookshelves

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Morlop
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Re: Update 1.21 - Notes that could modify planning

Postby Morlop » Tue 16 Aug 2016, 14:41

cibus4 wrote:
New acheology tablet type could give an interest boost.

and i hoped that i had max bookshelves


I am more like.. better Bookshelfs :shock: :o :mrgreen:

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Laerities/Volund
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Re: Update 1.21 - Notes that could modify planning

Postby Laerities/Volund » Tue 16 Aug 2016, 14:57

Better bookshelf is wayyy better... I mean transportation is also nice but.. Better glass and better bookshelf... Maybe higher runic strength plus higher archeology.. Getting us over that hump.. Maybe?
"Gold? Gold is no good out here" You think you are some kind of Jedi?? Only resources, no resources, no trade NO DEAL.

Laerities Watto

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Re: Update 1.21 - Notes that could modify planning

Postby Gopol » Tue 16 Aug 2016, 15:34

A tablet with 40 of interest will allow max 54 archeology bookshelves instead of max 51.
And in with the porch +10 the max goes to 59 (previously 56).

So in both case a gain of +3 for the max.

With hero stats at 73/73 and everything else maxed, you can now craft 75,4 max
And with 76/73, you can craft level 76.

What level again is the activation of the level 70 runes ?
If it is 76 as I think I remember, this has huge impacts.

With runes 70:
  • Max archo horn becomes 7.4 (up from 7.1) : so once one guy with 76/73 can activate them, others with "just" 75/73 can too.
  • Max herbo horm at 7.7 (up from 7.6) : Makes level 80 horns possible (very hot)
  • Max joa horn at 7.7 (up form 7.5)
  • Max joa tool become 53 (up from 52) : combine with the new max horn, this makes 74/73 the bare minimum to do your first 70 activation once others have given/sold some level 70 activated runes.

Unless I miss something, it would be better to have the new tablet have 42 of interest. This way the porch would have archeo at 60 (assuming there is no rounding glitch because it is a 59,5 rounded to 60 so there is a risk) and people at 73/73 would be able to activate level 70 runes once one guy distributes some pyr70 around. An alternative solution would be a region with level 69 or 70 terrain even if empty (assuming we can reach level 70 in some terrain, I didn't check that) or even a stupid quest accessible when you have 73 in pure research score and that give you a +1 up to a max of 75. Also, if the new promised glass has 60+ transparency then we gain 0.1 archeo and 73/73 will be just enough once others have activated some runes for us.

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Re: Update 1.21 - Notes that could modify planning

Postby elevorn » Tue 16 Aug 2016, 21:37

je me demandais vous ne faites plus de 5 min virtys ( je crois ca sapelleait ) des petits videos qui nous expliquait je trouvais ca bien meme si evidament je suis capable aussi de lire :P
TOKOOL ( TEASAN )

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Morlop
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Re: Update 1.21 - Notes that could modify planning

Postby Morlop » Tue 16 Aug 2016, 22:19

mhm I am actually hoping for 73/73 to be enough for the level 70 runes since reaching 76 with geography is unless there are more 75 locations (probably) possible but not likely . -> It would be pretty unfair to require a skill level that is not reachable on every char but only if you are really lucky or have the endurance to try with a bunch of alts. For now I am pretty sure noone on our server hast 76.... )

-> So hoping for a bit more boost than your calculation ;D


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