Hia, as mentioned on the in-game news, this weekend i'll be adding in a new set of scripts to handle the town battles system. Like most things, its going to be very 'alpha' at first, and its likely to be fairly useless :]
Traditional disclaimers aside, heres what its supposed to do (bits in square brackets are possibilities and may not be included in the first phase) :
- Town owners have 2 battle slots that they can use to schedule battles with other towns they're at war with.
- The mayor goes to a screen on their town access menu and chooses a time for the battle, which must be at least 3 days away from now.
- The opposing town mayor is notified when they come online, and has the opportunity to counter the challenge with a different time (If they cannot agree on a time, the game will choose one randomnly).
- [ The town mayor also gets to choose a musical theme for their residents during the battle ]
- All residents of the town are informed of the scheduled time when they join the game
- When the scheduled time arrives, all the residents of the town are notified.
- The first battle occurs midway between the two towns, it will last for 30 minutes.
- The first part of the battle is just turning up . As each mayor or resident arrives at the battle marker, they are enlisted in the town's army. If nothing else happens, the winning town is the one with the largest army at the end of the 30 minutes.
- Assuming both sides turn up, players can engage in fights with members of the opposing town. If any fights take place, then the winning town is the one with the most victories.
- (Note if you lose a fight, after a delay you'll be respawned back at your home town. Note also that the fight system itself will get changed again later as the current one is a bit rubbish - but that'll be later.).
- At the end of the 30 minutes, the result is announced.
- The victorious town mayor now has the option of scheduling a second battle, in 1-3 days time. This second battle will take place in the town of the losing side.
- [ During the second battle, as long as both sides have people present, residents of the attacking team will be able to pillage buildings of the opposing town, stealing items and wealth if they are able to complete the task without being interrupted by a defender with a sword ]
- Again, same victory conditions apply, if only 1 person turns up their town wins from having the bigger army. If there are fights, its the town with the most victories.
- At the end of the second battle, the victorious town may gain 'Prestige' from the other town (Specific rules apply here which i'll go into later) and the war is won.
- Town 'Prestige' will be used to gain access to unique town buildings, like city walls (increase the defensive ability of the town residents), armory (increases the offensive ability of the town residents), fountain (provides free water to residents), park (increases life expectancy of residents), etc etc. It'll also be needed to build the Harbour 'building' which'll be required to travel to the next chapters.
ok, so thats how its supposed to work. It'll no doubt take a few runs to fix the bugs and address the more obvious exploits in the wild, but hopefully it'll provide a wee regular challenge, even if just 1 mayor gets involved .
( Note that all this stuff is scripted, and i'll be sharing the scripts with world owners when they're refined. It should be possible to use the same principles to more entertaining effect on other worlds, perhaps involving crows or vehicles with proper guns, rather than just using the built-in sword-battle system. )