Das dritte Zeitalter

Aus Eressea
Version vom 18. Mai 2009, 21:51 Uhr von Enno (Diskussion | Beiträge) (hunger, stamina bonus, hitpoints.)
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Development updates also on http://twitter.com/eresseadev

Preliminary rules for Eressea 2009 (aka Eressea 1.1)

  1. Heroes have 3 attacks per turn, not 10.
  2. To reduce the amount of units required, there is no more perception or stealth, and likewise, no stealing.
  3. All money-making commands (BUY/SELL/TAX/ENTERTAIN/WORK) have been removed.
  4. The TEACH command has been removed.
  5. The SABOTAGE command has been removed.
  6. The SPY command has been removed.
  7. The DELIVER command has been removed. Use @GIVE to achieve the same result.
  8. You can no longer give items or people to other players with the GIVE command.
  9. Only monsters and the copses of your own army provide loot (no loopholes to #8)
  10. Region ownership:
    1. The faction with the biggest castle or watch (see below) in a region is the owner of that region.
    2. The owner of a region gets 1-2% of the region's silver in taxes every month.
    3. The tax money is given to the owner of the biggest castle.
    4. Taxation happens after working.
    5. Region ownership is recalculated after taxation.
  11. There are no cats, insects, aquarians
  12. Every faction has a main race that can be recruited for $100/person, and a secondary race for $500
  13. Valid race combinations are (with secondary race): human(elf), halfling(dwarf), goblin(demon), orc(troll)
  14. Humans can not get migrants (see #8).
  15. To recruit the secondary race, specify the race, e.g. RECRUIT 10 TROLL. Units can not be mixed-race.
  16. There is no HELP GIVE option
  17. Race changes:
    1. Goblins cost only 6 silver maintenance
    2. Humans get shipcraft +3, sailing +3
    3. The familiar races get shuffled around a bit
    4. Trolls cannot ride
    5. All races start with 20 hitpoints except for goblins who start with 16.
    6. All trolls begin their life with Stamina 6. Trolls begin with Stamina 2.
    7. Orcs no longer start life with weapon skills.
  18. Combat changes:
    1. You will no longer get the a skill bonus added to your damage.
    2. halberds and greatswords no longer give a bonus when used on horseback.
    3. Horses give no benefit in combat excpet 10% increase in the chance to flee.
    4. Chargers (war horses) give a bonus of riding*3/2-3 to the combat skill and 20% increase in chance to flee.
  19. There is no astral space
  20. There are no wormholes (yet)
  21. Morale (light):
    1. Peasants in every region have an initial morale of 2.
    2. When a region loses its' owner, morale falls to 0.
    3. For every 10 turns under the same ownership, a region's morale rises by 1 point.
    4. A region's taxes are a percentage of the peasants' wealth equal to the region's morale or the size of the biggest castle or watch, whichever is smaller.
  22. Captains receive a +1 bonus to their ship's range for every 7 levels of sailing skill (7 = 1, 14 = 2, 21 = 3)
  23. A new building, the watch, exists in two sizes: 1-4: guard house, 5-10: guard tower. To build it, use MAKE WATCH (MACHE WACHE). Cost is 1 wood per size.
  24. We introduce a new type of horse: The charger (dt.: Streitross). Chargers can be produced in a stables, with a Training skill of 4, 1 iron, 200 silver and a horse for each. See also combat changes above.
  25. Hunger can no longer kill a fully rested unit.