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Yo. it's blog time again.
So the very sparse (and next to non-existant) feedback I have recieved on elite guards, an update that allows gangs to equip guards with items from the armoury will be coming soon.
Please note, that the items equipped on guards, does not affect the passive damage dealt, only damage dealt during fights.
That being said, below you'll find answers to some of the questions likely to be asked.
Does material costs still apply?
Yes - These have not been changed.
Will gangs be able to use the items while they are in use?
No - Gangs will not be able to withdraw the items while they are in use by one or more elite guards.
Will the items be destroyed or consumed upon use?
No - They will be available again once the elite guards in question are no longer in the wasteland.
Will trades/forge point, or the likes be deducted?
No - Only material costs still applies.
Will gangs be able to see which guards used which weapons?
Yes - An additional column has been added to the overview.
What happens if gangs don't equip their guards?
A default build (same as the current pre-update build) will be automatically applied.
Is it required to have an equal amount of items to guaards dispatched?
No - Once and item is available in your armoury, all alite guards can use that item, however, you will need 1 item for each slot.
This means, that if you want to use 2x Scout Drones for both misc slots, you must have 2x Scout Drones available.
Have any other stats been changed?
No - The base stats remain the same.
Do you have a preview or teaser?
Yes - Click here to see
Hope this answers most of the questions you may have.
If not, please ask away in the comments, or make a thread in the help forum.
Kind Regards
- Lynx
So the very sparse (and next to non-existant) feedback I have recieved on elite guards, an update that allows gangs to equip guards with items from the armoury will be coming soon.
Please note, that the items equipped on guards, does not affect the passive damage dealt, only damage dealt during fights.
That being said, below you'll find answers to some of the questions likely to be asked.
Does material costs still apply?
Yes - These have not been changed.
Will gangs be able to use the items while they are in use?
No - Gangs will not be able to withdraw the items while they are in use by one or more elite guards.
Will the items be destroyed or consumed upon use?
No - They will be available again once the elite guards in question are no longer in the wasteland.
Will trades/forge point, or the likes be deducted?
No - Only material costs still applies.
Will gangs be able to see which guards used which weapons?
Yes - An additional column has been added to the overview.
What happens if gangs don't equip their guards?
A default build (same as the current pre-update build) will be automatically applied.
Is it required to have an equal amount of items to guaards dispatched?
No - Once and item is available in your armoury, all alite guards can use that item, however, you will need 1 item for each slot.
This means, that if you want to use 2x Scout Drones for both misc slots, you must have 2x Scout Drones available.
Have any other stats been changed?
No - The base stats remain the same.
Do you have a preview or teaser?
Yes - Click here to see
Hope this answers most of the questions you may have.
If not, please ask away in the comments, or make a thread in the help forum.
Kind Regards
- Lynx
Ohoy there!
New update on the way, this is the second part of the Armoury/quest expansion.
Gangs with a fully upgraded armoury will have the ability to dispatch elite guards to any wasteland square controlled by the gang.
Equipped with some of the finest apparel credits can buy, guards will fight by your side and die for your cause!
But... be strategic about how you dispatch your available guards, you'll only regain 2 per hour, op to a capacity of 10.
(Open for further expansion later down the road, but let's see how this goes first.)
However, you'll have to keep your armoury well maintained at all times, upkeep cost of 1% per day, will be automatically deducted from a random donated material.
Failure to maintain the armoury will have it falling into decay to a state where it must be repaired in order to be usable again. (Upgrades will be kept, and items won't be lost)
Yes I'm aware that'll take some time before any gang has a rank 10 amoury, so here is some teasers:
- Lynx
New update on the way, this is the second part of the Armoury/quest expansion.
Gangs with a fully upgraded armoury will have the ability to dispatch elite guards to any wasteland square controlled by the gang.
Equipped with some of the finest apparel credits can buy, guards will fight by your side and die for your cause!
But... be strategic about how you dispatch your available guards, you'll only regain 2 per hour, op to a capacity of 10.
(Open for further expansion later down the road, but let's see how this goes first.)
However, you'll have to keep your armoury well maintained at all times, upkeep cost of 1% per day, will be automatically deducted from a random donated material.
Failure to maintain the armoury will have it falling into decay to a state where it must be repaired in order to be usable again. (Upgrades will be kept, and items won't be lost)
Yes I'm aware that'll take some time before any gang has a rank 10 amoury, so here is some teasers:
- Lynx
Oi. it's once again time for me to post one of these.
Sometime monday, I'll request Zorg to push my latest update live.
It'll include the following changes:
- Members of clan slots 5 and 6, will no longer appear as having left the clan in forums
- Badge icon when searching profiles will not disappear when username is in wrong casing.
- A new quest at Diego's, which rewards WFP for donating materials to gang armoury.
- A new mechanic to gang armouries, read more in the suggestion forum thread below.
Link to suggestions forum
We do realise that in it's current state gangs have no real incentive to rank the armoury past lvl. 9
Which is why we're currently asking for feedback on this, while we work towards balancing it out.
Please read this carefully, and post your constructive comments about this new mechanic there.
That's all for now.
Sometime monday, I'll request Zorg to push my latest update live.
It'll include the following changes:
- Members of clan slots 5 and 6, will no longer appear as having left the clan in forums
- Badge icon when searching profiles will not disappear when username is in wrong casing.
- A new quest at Diego's, which rewards WFP for donating materials to gang armoury.
- A new mechanic to gang armouries, read more in the suggestion forum thread below.
Link to suggestions forum
We do realise that in it's current state gangs have no real incentive to rank the armoury past lvl. 9
Which is why we're currently asking for feedback on this, while we work towards balancing it out.
Please read this carefully, and post your constructive comments about this new mechanic there.
That's all for now.
Hey again all.
It was brought to my attention that the silver requirement for upgrading the armoury was totally out of bounds with the rarity compared to gold. Based on this I will be nerfing the silver upgrade cost for armoury.
Below is a breakdown of what the upgrade costs will be:
- Bronze Ingot remains the same
- Silver Ingot reduced from 400 to 100
- Gold Ingot remains the same
- Silver Plate reduced from 200 to 60
- Gold plate remains the same
Gang loaders:
If any materials donated are currently exceeding the new costs, please have a council representative (r17+) send me a message with a list of which players within your gang, which should be given the overflowing materials and how many.
Please do so BEFORE this update goes through.
Any other questions or concerns relating to the costs of upgrading the armoury, please hit my inbox.
- Lynx
It was brought to my attention that the silver requirement for upgrading the armoury was totally out of bounds with the rarity compared to gold. Based on this I will be nerfing the silver upgrade cost for armoury.
Below is a breakdown of what the upgrade costs will be:
- Bronze Ingot remains the same
- Silver Ingot reduced from 400 to 100
- Gold Ingot remains the same
- Silver Plate reduced from 200 to 60
- Gold plate remains the same
Gang loaders:
If any materials donated are currently exceeding the new costs, please have a council representative (r17+) send me a message with a list of which players within your gang, which should be given the overflowing materials and how many.
Please do so BEFORE this update goes through.
Any other questions or concerns relating to the costs of upgrading the armoury, please hit my inbox.
- Lynx
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