Pre-Alpha Test MS 61.2
New Features
- EXPERIMENTAL: Fortress Keeps can now be claimed by Families
- A Keep is claimed by the Family of the player who builds the Keep
- If a Keep is claimed by a Family, only players that have at least a Member role in that Family can Pledge to the Keep (and gain voting and other special permissions)
- All other permissions remain as before (public players can still access the Keep inventory, use public structures in the Fortress Keep area, etc)
- Keep UI now indicates if a Keep is claimed by your Family, another Family, or if it is Public
- When a Family that has a claim on a Fortress Keep is disbanded, the Fortress Keep will become public again
Game Balance
- Torches now require Animal Fat to produce
- Capturing a Town or Fortress Keep now requires a nearby Caravan
- Cost of upgrading Fortress Keeps has been significantly reduced
- Cost of increasing to Ceorl status reduced to 100x Silver
- Town Keeps start with a lot more Avatars now
Bug Fixes
- Gates don't automatically close even if an enemy or vehicle is blocking it
- Too much Malachite and Cassiterite is being spawned
Test Objectives
- Test how well combat and siege gameplay is working, including the new Heavy Battering Ram
- Find bugs and instability issues
- Test how Relic Sites are working as a PvP objective
- It is NOT an objective in this test to evaluate how the Avatar system, Homestead gameplay, or economy is working (these parts of the game will be iterated on in future updates but not this one)