Livelier frontier: 2-day raids, more and shorter happenings

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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rope 2026-10-24 11:43:56 +01:00
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commit db1a00e8aa
5 changed files with 201 additions and 48 deletions

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@ -153,7 +153,8 @@ Beta. The core game is in place; changes from here are mostly balance and tuning
of the XP of every craft the fire pays for, shared evenly by everyone whose
pile is hot enough for that craft on its own. Because the fires are shared, the server runs
everyone's actions as time passes, not only when they next look.
- **Events:** raids are announced a day or two ahead. Reconnaissance from
- **Events:** a threat lands every two days, give or take two hours, and the
next is rumoured as soon as the last one lands. Reconnaissance from
scouts, informants and the spymaster's guild narrows down when, how strong,
and finally where their camp is, so fighters can sabotage it. Fighters can
also drill the militia before any raid: a full drill takes as much work as
@ -161,8 +162,8 @@ Beta. The core game is in place; changes from here are mostly balance and tuning
informants and drill sergeants double what players put in for a while,
XP included. Each intel
level takes more scouting than the last and more for a bigger band, and
levels 2 and 3 only open about a day and eight hours before the raid
arrives. Defeat kills or drives
levels 2 and 3 only open about a day and a half and exactly a day before
the raid arrives, so the second day is for fighting at the camp. Defeat kills or drives
off people, loots the stockpile and treasury, and may damage a building.
Damaged buildings stop working until repaired but keep their level.
Every fight uses up arrows and breaks some of the swords and shields
@ -171,11 +172,11 @@ Beta. The core game is in place; changes from here are mostly balance and tuning
five minutes out, and everyone watches the battle play out once, live or
on their next visit, before the report.
- **Happenings:** three more tracks run on their own cooldowns. Minor threats
(wolves, a mine collapse, goblin thieves…) slow or block a skill until
(wolves, a mine collapse, goblin thieves, smugglers…) slow or block a skill until
players deal with them; hardships (sickness, locusts, rot, storms, fire,
harsh winters, drought) hit the stores and buildings, softened by a granary,
harsh winters, drought, blight, the tax collector…) hit the stores and buildings, softened by a granary,
lumber shed, well and water barrels; fortunes (visiting masters, harvests,
festivals, nobles, mercenaries…) give windows of plenty. Weather changes
festivals, nobles, mercenaries…) give short windows of plenty, several a day. Weather changes
every few hours, and a game season lasts a week.
## Running