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Announce News Post #2133

Workers and slaves

Written by: Garryn
Date: Friday, September 28th, 2012
Addressed to: Everyone


The trainers and slavers, who have arrived into the cities recently, are now offering workers for hire and slaves for purchase. These can then be used to construct several types of installations to help against the invading armies.

Entering the WORKER or SLAVE (depending on whether you have a trainer or a slaver) command without parameters shows the syntaxes. You need the Security privilege to be able to do this, as well as to issue orders to the slaves and workers. Slaves are cheaper, but also somewhat slower - the functionality is otherwise identical.

Only workers/slaves that you have delivered are offered. Furthermore, newly delivered ones only become available for hire/purchase after one in-game month, as they need to be trained first.

The slaves and workers don't require any further upkeep once obtained - they are rather vulnerable, though, and squads will attack them on sight, so you may want to guard them while they work. A maximm of 10 slaves or workers can perform any work in a single room at a time.

The following installations are available:

Trench: 100 wood, 100 iron, 50 rope
- When a squad attacks anything in the room, each mob takes 25% health damage. Trenches take some damage and eventually partially collapse and need to be repaired. Simply order the workers to construct them again when this happens.
- Trenches also slow down player movement (just like rubble)
- In Ithaqua, war nests are used instead of trenches. These are functionally identical.

Fence: 100 wood, 150 stone, 50 steel, 10 rope
- Fences function as stone walls that block all directions - they will prevent all passage of squads and players alike
- Fences are the reason why the "dismantle in direction" option exists, as most wall-bypassing movement options lose entourage

Bombfield: 50 coal, 50 iron, 50 blackpowder
- Whenever a squad passes through the room, there is a 10% chance per mob that it steps on a bomb and dies
- No effect on players
- Not visible in room description while active
- The field has 40 bombs; afterwards it needs to be resupplied at the same commodity cost

Poisonfield: 50 coal, 50 iron, 50 blackpowder
- Whenever a squad passes through the room, there is a 25% chance per mob that it steps on a bomb and is significantly weakened, by cutting its attack strength and health in half
- No effect on players
- Not visible in room description while active
- The field has 40 bombs; afterwards it needs to be resupplied at the same commodity cost

Fences are currently an impassable obstacle for the squads - whatever it protects is safe until someone decides to dismantle it. I should warn you, though, that this will eventually change ...

Please report any bugs in the usual way.


Garryn



Penned by My hand on the 11th of Ultio, in the year 677 AD.


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