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Messages - Andrew

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Notes for me for later: Look into the MessageTranslateExtension referenced here:

Creating Might & Fealty / Re: M&F Changelog
« on: August 21, 2017, 02:48:15 PM »
(reserved -- I hope we get to the point I need this!)

Creating Might & Fealty / M&F Changelog
« on: August 21, 2017, 02:46:16 PM »
So, it seems the bugtracker wasn't doing it how I hoped it would, so I'm going to try and include a changelog here so people can see what was added when:

Version (20170821)
  • Dungeon DataFixture tables were altered to detect whether an entry was new or already existing when loading them in, allowing new entries to be loaded without messing up existing ones.
  • As such, 25 new monsters and 1 new card are now, FINALLY, actually in the game.
Version (20170802)
  • Bandits are far less likely to spawn on icecaps.
  • Bandits will no longer spawn with plate armor, broadswords, or warhorses.
Version (20170709)
  • A tool was added to ban cheaters.
  • In order to assist testers, the game is smart enough to figure out which server it's running on and change the page title accordingly.
Version (20170618)
  • Non-functional BitPay functionality was removed.
Version (20170608)
  • Map loadlist no longer appears on realm pages, improving usability for smaller displays.
Version (20170608)
  • Heraldry can now be shared between partners and to their children. It is no longer account specific.
Version (20170603)
  • Several hundred lines of code for an alternative message system were removed, making the game's code repository fully functional without additional work.
Version (20170520)
  • Inactive subrealms can now be restored.
Version (20170424)
  • Slumbering first ones no longer grant experience
  • Realm info can be viewed without being logged in
  • Added ability to exit settlements
  • Realm elections once again trigger for absent rulers
  • Link to wiki added
  • Publications & Positions can be linked in-game
  • Economic security can no longer be viewed at a distance
  • Dungeon framework and language errors were fixed
  • Most tables are now sortable.
Might & Fealty version - This is where the community took over from.

Announcements / Server Move: Successful!
« on: August 20, 2017, 01:44:43 PM »
We are pleased to report that the server move went incredibly smoothly, and that all interaction with the game is now on the new community run server.

You should notice a number of fixes and additions detailed on the in-game announcements you'll find on the character list.

If you encounter any errors, please let us know, either here on the forums or on the bugtracker linked in-game.

Thank you!

Helpline / Re: Questions about lists
« on: August 19, 2017, 01:07:34 PM »
That is correct.

If a settlement has a lord, it's default is to deny everyone but the lord.

If a settlement has NO lord, it's default is to allow anyone to do anything.

Creating Might & Fealty / Re: travel dates and battle timers
« on: August 08, 2017, 11:32:24 PM »
Yep, PHP, with small bits of JavaScript on certain pages.

General Discussion / Re: Things to Do
« on: August 08, 2017, 11:31:17 PM »
So, if these become actual interactive npcs on the map though and follow travel rules, it might not be so bad if they are sent longer distances. Some unorganized soldiers on tree road make for a good target. :)

Creating Might & Fealty / Re: travel dates and battle timers
« on: August 08, 2017, 04:43:28 PM »
I can't promise that it'll be a priority, but it's feasible that we could do something similar.

The game already has an existing system for detecting contextual things for linking or converting. Something to think about.

Creating Might & Fealty / Re: Top Level Position Types
« on: August 08, 2017, 04:03:24 AM »
This is up on testing as of last night. Any comments or concerns would be appreciated.

Test server:

General Discussion / Re: Things to Do
« on: August 06, 2017, 04:08:18 PM »
I've warmed up to it, actually.

Creating Might & Fealty / Re: Top Level Position Types
« on: August 06, 2017, 12:59:13 PM »
The first iteration of this is going to be loaded to testing tonight, if anyone is curious what I had in mind.

Creating Might & Fealty / Re: Slumbering nobles
« on: August 03, 2017, 12:22:04 PM »
Please explain, and/or give examples. Of the dead being contactable that is.

The reason you can't search for them though? Because there are thousands of characters and limiting the results to those that are living makes things faster.

Adding an option for searching the dead though, could be worthwhile. On the flipside, part of the fun is things being lost to time, and I think this encourages that.

Creating Might & Fealty / Re: travel dates and battle timers
« on: August 03, 2017, 12:19:20 PM »
All times in game are in server time. Right now that's GMT+1. After August 19th, it'll be GMT-6 (or sometimes 5, because Daylight Savings). Everything that says it'll end at HH:MM on date? Server time.

Honestly, if we standardized these, I'd rather we make it something a player can toggle. So things will either say timestamps or game dates. That'd require some functionality that doesn't presently exist though I think. That said, making them display both should be hard. The server itself does everything in full timestamps anyways.

Roads do have an effect but this is NOT reflected on travel estimations. For the record, high quality roads are up to 50% faster. :)

Creating Might & Fealty / Re: Slumbering nobles
« on: August 03, 2017, 04:26:56 AM »
Slumberers as an xp farm is being killed in the code.

Removing them from the main contact list is on my to-do list. Mind you, they'd still be accessible, but as a separate list, ideally.

I won't remove them from the map though. I may however add in code to easily capture them for relocation.

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