Recruits: Living Villages 1.0.3
Curse Maven Snippet
What's new
Added Features:
- Added AI Faction Chunk Claiming for buildings placed in chunks not claimed by the faction yet.
- Added Battle Reports in the Diplomacy Log
- Added Chunk Claiming to occur server wide, whether chunks are rendered or not
Polished Features:
- Dynamic Villager and Recruit spawning, they now spawn outside their houses or jobs. Only the leader spawns around the townhall.
- Dynamic Seiges, attackers spawn on the edge of the factions claim in, and work their way into the enemies town hall.
- Smarter AI Attacking, they dont try to instantly reattempt to attack an opponent which just reppeled them.
- Re-add the garrison, 50% of each commited army from each village(Until beds are maxed out.)
- Every commited army from each village spawns in separately, as their own group and their leader leads them into the defending factions town hall.
- First 3 buildings constructed are with no additional chunk cost, even if chunks are needed to be claimed to build them.
Bug Fixes:
- Fixed Construction Timer, Emeralds are subtracted first and then the timer starts.
- Fixed AI factions when conquered by another AI faction lose all the chunks that were claimed
- Teleport Horseman and Nomads to and from seiges with their horses
- Spawning recruits and players on ground, not in water or trees. + teleport players back when a seige is over.
- Fixed village name duplication
- Fixed Recruits Duplication/Detection Bug
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