Hunter's Shrine
! Members of the settlement may then
sacrifice certain goods (mammoth tusks
only for now) to gain Favor
for their
settlement. This favor is shown on a new Favored Settlements
leaderboard. There will be
more uses for Favor
in the future – stay tuned…
Trailblazing
skill to build and repair.Masonry
skill to build and repair.Foraging
skill and a Spade
(instead of a Digging
Stick
). Crafting a Spade
requires the Carpentry
skill.
Hoe
(instead of a Digging Stick
). Crafting a
Hoe
requires the Carpentry
skill.
Hand Axe
instead of a Digging Stick
.Digging Sticks
are no longer craftable.Shintolin
just got a bit more
exciting… and dangerous.
+3
growth/night, an addition +6
growth/night if watered). An optimal
year will produce a net gain of 79 wheat per field.
of the Vanguard
title.
Expect to see more badges/titles in the future.
3
.
/settlement
(or /g
) in chat to send messages to
every player that belongs to the same settlement as you.
/whisper
to players anywhere on the map. Realistic? No… but
I couldn’t stop you from talking to each other 1:1 outside the game anyway, so I’d rather
embrace it!
www.shintolin.com
rather than the old domain of shintolin.co.uk
. As part of
this move (which includes an entirely new codebase built from scratch), all player accounts have been
wiped.
Settlements are being put under tighter control:
Updates by Miko and Buttercup:
Updates by Miko:
A number of bugs were fixed, namely:
Absolutely nothing else was changed today.
The IP limit has been reinstated for version 2; as before, a maximum of 330 hits are permitted from one IP address per day. Note that only hits to the game.cgi script are counted. For example, buying skills or looking at profiles do not count towards your IP limit, but refreshing the page or chatting do.
Town leaders can now choose whether or not to allow newly-created characters to join their settlement.
Animals will now spawn in different regions and habitats (depending on species). Players in the wilderness are now visible on the map.
The interface was tweaked, hopefully preventing a bug where certain elements were overlapping.
Players with the Triage skill can now view the health level of other characters. Dirt tracks can now be built on tiles that already contain a building.
The trade system was overhauled; separate prices can be set for buying and selling. In addition, information about which players have trade prices set is visible from the main screen.
Based on player feedback, the interface was rearranged slightly. Leaders can now edit information about their settlements. Buildings can be written on.
Settlements now have profile pages, and appear on the rankings screen. Players can join settlements.
A new highlands region was added to the map. The first village to settle there gets to choose a name for it, of the format “(The) Something Hills”.
Stone spears can now be used as a ranged weapon, by players with the appropriate skill.
User profiles are now viewable. Achievement-minded players can now compare their ranking in various attributes.
Player can now view a map of the area beyond the their immediate surroundings. Users are now capped at level 15, at which point they can continue to earn XP but not buy new skills. This cap will likely rise as the number of skills rises.
Players can now trade items - try visiting Iis at the starting square to see what he has in stock. Players can also offer items to anyone who revives them whilst dazed.
The map was tweaked slightly, hopefully fixing a bug where tiles would display incorrectly.
Animals can now be attacked. Action Points are now capped at 120, and recover at a faster rate (4 per hour, compared to 3 previously). New areas have been added to the map.
Items can now be added to and taken from stockpiles. Forests can be chopped down, and automatically regrow after a set period of time. Dirt also eventually reverts to meadow, and search rates in over-gathered squares slowly recover.