<Kabal> Kradlum wrote:
This is a known bug. Ryan has asked us not to take advantage of it when it occurs.
It is pretty clearly doublespeak.
They may speak truth, but it is the entire truth? Is the real truth obfuscated behind subjective interpretations? As with Devils and Efreeti, it is best to take great care in deciphering the true meaning of their words.
Well, obviously not until they have more to gain from breaking their word than they might lose in reputation for doing so.
This is true, but trade is more of a solution to the lack of diversity of resources a settlement may have than a solution to a lack of volume. I could see one very large settlement being "fed" by smaller subservient settlements to achieve this, but I don't think that is the natural end product of the systems currently in place. I think caravans and whatever inter-settlement trade mechanisms we see put into place will be more like a handshake than a parasitic tentacle.
I think that is unlikely, as scarcity of resources should force the player population to spread out. The higher the active population of a settlement, the more resources will be required to support all of those players. Since there is a limit to how much of any given resource can be harvested in a single hex in a given period of time, a highly concentrated settlement's gatherers would have to go further and further to gather the necessary resources for upkeep and advancement of the settlement. At some point in a settlements growth cycle it will become more efficient to bud off into two settlements.
On Spellcraft being used to provide enchantments during the crafting process, will there be any other skills that provide additional options during crafting?
Also, will Spellcraft be used for anything else, or will it simply be a requirement for some parts of the crafting system?
Stephen Cheney wrote:
So, say a starting wizard acquires a spellbook with a 3rd level spell, a 2nd level spell, and three 1st level spells. That wizard only has two 1st level slots. The 3rd and 2nd level spells will begin grayed out and unavailable: the wizard can't cast them yet. All three 1st level spells will be usable, however. When the wizard casts one of them, it also will gray out because it has now been used. The wizard could then cast either of the remaining spells, but then he'd be out of slots and the whole book would gray out. After using a Refresh, both the slots and used spells in the book would reset.
Unless I'm misunderstanding things, I think multiple copies of the same spell in a spellbook will be redundant. Based on the description, it sounds like we can cast any spell in our spellbook as long as we have a slot of equal(or higher?) level available. We will essentially function the same way Sorcerers do now, except with the ability to swap of sets of spells known between refreshes.
It does say the hardbacks are included in the Hellknight addon. Also, if your total is wrong you can modify your pledge amount without canceling.
Thanks all. Upgrade complete.
If I were to upgrade my pledge level from adventurer to crowdforger now, will I lose the daily deals I have accumulated prior to today? I remember reading that this was the case, but since you are offering an incentive to switch, I wanted to be sure how things are working.
Also, if I purchase the extra player pack addon does that come with all of the daily deals, or just another set of the ones I am already eligible for?
My apologies if this information is stated elsewhere.
I'm surprised there isn't more interest in a neutral settlement. Maybe it is because of the whole focusing on advancing magic aspect?
I think initially people are more attracted to the band of heroes type of groups, but attitudes will change as the game wears on.
Being neutral should give us a good advantage in recruitment potential over the aligned settlements, since we'll be able to accommodate a much larger range of people. If we combine that with having the best, hopefully, selection of magical goods and services, that should put us in an exceptionally strong position.