cRPG

cRPG => General Discussion => Topic started by: Ozin on March 20, 2013, 09:21:30 pm

Title: Siege Beta: guide/explanation (wip)
Post by: Ozin on March 20, 2013, 09:21:30 pm
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Siege Beta

The basics

Flag capture behaviour
I've made the entire flag handling script from scratch, so they behave a bit differently from the old ones.
Once attackers bring the flag all the way to the bottom, it changes to the attacker's banner and becomes neutral. When a flag is in a neutral state, the attackers now pull the flag up, and defenders pull it down. If attackers pull it all the way to the top, the flag is fully captured. Defenders can not recapture a flag that attackers have fully captured.
If defenders manage to pull the neutral flag down to the bottom, the flag comes back in the possession of the defenders.
No players of any team can spawn on a neutral flag. Attackers have to capture it fully, or defenders need to retake it.


A few notes
There are still some serious bugs around for this mode, and I'm working on fixing them. Hopefully I can get some fixes in before I leave for the mocap event this weekend.
WSE1 users (anyone not running the crpg client): The spawn menu won't display correctly for you. When you are in spec mode, or not alive, the camera won't be moved to the correct position/rotation. You should however be able to rotate the view around by moving your mouse to the screen edges.
About xp: I'm well aware that the current xp/gold system doesn't work well with this mode. I'm working on sketching up a new system for all gamemodes. No ETA on this.

That's it for now. I've probably forgotten to include some stuff, I'll have a look at it tomorrow.

Edit: Map makers' guide (http://forum.meleegaming.com/scene-editing/siege-beta-guide-for-mappers/)
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Ronin on March 20, 2013, 11:30:41 pm
Can you post the entrpoint numbers for sceners as you promised. So we, the mappers can start making good maps for this gamemode?
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Ozin on March 20, 2013, 11:34:48 pm
Yeah, tomorrow. Nothing is stopping you from completing 95% of your map until then though.
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Ronin on March 20, 2013, 11:36:05 pm
Yeah good idea. Starting right away :)
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Casimir on March 20, 2013, 11:45:55 pm
Gotta say that this is a whole lotta fun.

Hope to see some well made maps for this soon, currently it seems a little unintuitive and to heavily favour defenders.  Not sure if its game mode or just map design as of yet but hopefully with some more maps we can see.

Great work ozin, really innovative, can't wait to play more.
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Jarold on March 20, 2013, 11:49:23 pm
Looking forward to making maps on this.  :o
Title: Re: Siege Beta: guide/explanation (wip)
Post by: kasMVC on March 20, 2013, 11:50:41 pm
The whole experience was quite awesome or maybe that was the 30 minutes of x4. However, I picked a spawn and ended up in a wall. Moving around eventually left me stuck in a huge enclosure. If you weren't aware of this I hope it helps!
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Ronin on March 20, 2013, 11:56:50 pm
and, if not fixed yet, the slot system is not working as intended on the game mode. It was using the duel slot system last I played. (I was having 1 slot shield and 1 slot sword, picked a pike from the ground. No equipment dropped to the ground, I could even sheath the pike)
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Jarold on March 20, 2013, 11:59:21 pm
If we make a map for this new game mode, are there no more siege towers and ladders?
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Ozin on March 21, 2013, 12:02:42 am
If we make a map for this new game mode, are there no more siege towers and ladders?
Siege towers and ladders work exactly the same as before.
Title: Re: Siege Beta: guide/explanation (wip)
Post by: kinngrimm on March 21, 2013, 12:07:23 am
i like the constant slaughter :) nice mod.

As mentioned already, there is an issue but with the xp gain. This should perhaps differ.

F.e. you could get multiplier by the amount of flags you would hold.

Or you have additional to a higher base mulitplier(x2-x3) additionally XP for killing/damaging helping killing/damaging enemies(please introduce a reduction for teamhits please please please!!! or mod independent Hall of Shame website tab for those who do the most team damage)

also atm it seems there is not really an option to win the current maps as attacker, at least the couple of games i did in this new mod it never happened. if you need to take the flags in a certain order, then there are chokepoints the defenders are easily able to hold and going around to get in their back just takes too much time. Also to coordinate such an approach is in pub matches just not doable, you can try to do it in clan teams but that may not be enough.

EDIT: perhaps a limited amount of ladders to spawn with may be a good thing
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Ozin on March 21, 2013, 12:26:02 am
It is true that the maps available favor the defending team. But please keep in mind that the maps are new as well. In the current version, both maps seem to have defender respawn penalty too low (they spawn only 3 seconds slower than attackers). Once the maps are updated, it should become more balanced.
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Fips on March 21, 2013, 01:14:31 am
Yes!
Can't wait to use this for my helms deep-map!
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Tydeus on March 21, 2013, 02:38:42 am
I'm not sure how it works, if only one team can do it or what, but it's possible to spawn at any flag in your posession, even if a swarm of enemies are currently trying to take it down and are standing on top of it. Instant spawns in this case just don't work. Either that, or you simply shouldn't be able to spawn there, which is the easier fix.
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Taser on March 21, 2013, 03:07:28 am
Yes!
Can't wait to use this for my helms deep-map!

Holy shit that would be epic.

On topic.. I love it so far. Glad to see conquest introduced. Definitely some bugs to work out but its awesome so far.

I do want to know how you plan to work with multis. I'd be happy with attackers starting at x1 and defenders starting at x5 with it increasing/decreasing with every flag you take/lose. However this only works with 4 flags, especially since defenders cannot retake lost flags. So I'm not sure how you want to have conquest work with multis or if you even want that taken into account.
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Fips on March 21, 2013, 03:38:13 am
Holy shit that would be epic.

I hope it will be. Balancing this map for the 1flag-system is already hard, with more than 1 it will be a lot easier to do.


I would like to see banner-balance to pop in at the beginning of those big rounds, though. It's cool to play against clanmates if the rounds are like 10 minutes or less, but on those big ones (like the 30min we have on the new maps) it would be nice to have it from the beginning. For teamworks sake!
Title: Re: Siege Beta: guide/explanation (wip)
Post by: KingBread on March 21, 2013, 09:48:00 am
All Fips maps look like they could use this. Cos they were large you shrink them and now you can unshrink them and add more flags !
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Teeth on March 21, 2013, 10:23:16 am
True dat, you can actually make a completely functional Helm's Deep now with correct stages and shit. Due to having only one flag and a 30s spawn timer for defender, mappers were really limited in the size of the castles they could make. A lot of maps suffer from being too big. Now you can just put some layers in there and have enormous fucking castles. I am pretty excited about doing some mapping for this, loads of possibilites, if only my module wouldn't keep crashing if I modify a lot of terrain.
Title: Re: Siege Beta: guide/explanation (wip)
Post by: [ptx] on March 21, 2013, 10:26:55 am
This has potential :)
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Algarn on March 21, 2013, 10:27:38 am
Add a better reward system !!! that's shit to play 30 minutes with a x1 !! Suggestions had been posted by me and Haboe
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Moncho on March 21, 2013, 10:51:14 am
Very nice, been waiting for this for a long time, and it did not disappoint. Fun despite the 2h axe spammers that I met wherever I went.

A couple of details:
Before, a single defender at the flag stopped the capture. Has it been changed so that you need at least the same number of defenders as of attackers to stop the capture?

About the xp system, could it be done a bit like in Strat, with defenders increasing the xp gained (multi for now) for holding flags as they are for a few minutes and attackers getting it by capturing and holding flags?

Also, will there be any sort of balance throughout the round other than by players joining? Imagine that there is a big clan all in one team and they have to leave for whatever reason, making the player number 20-35, is anything done to balance them?
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Vibe on March 21, 2013, 10:52:54 am
pras
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Tristan on March 21, 2013, 11:40:09 am
It is definitely moving in the right direction. Rewards is a problem for several reasons:

Having x2+ for 30+ min is a lot
Having only upkeep once is very very cheap
Having x1 for 30+ min is not a lot of fun

In other words, maybe mulitiplier should be (could be?) connected to flag capture? Same with upkeep?
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Knitler on March 21, 2013, 11:50:24 am
Quote
- Mapcreators now can:
Set multiple Flags
Change Map Duration
Change Respawn Times

Would it be possible that there will be a new tab or in the "Server rules" how much time to respawn the attackers/defenders, how much flags. Etc. the map got? Would be helpful tough.
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Herr_Thomas on March 21, 2013, 01:59:16 pm
Any plans to make the 3D map rebind-able? I currently use left alt for view outfit and it's kind of distracting/disorienting.

Definitely liking the progress thus far, though.
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Ozin on March 21, 2013, 03:23:46 pm
Any plans to make the 3D map rebind-able? I currently use left alt for view outfit and it's kind of distracting/disorienting.

Definitely liking the progress thus far, though.
Not unless we start requiring WSE2 for all gamemodes, which very well might happen eventually
Title: Re: Siege Beta: guide/explanation (wip)
Post by: kinngrimm on March 21, 2013, 03:29:13 pm
Not unless we start requiring WSE2 for all gamemodes, which very well might happen eventually
i still don't use WSE2 regularly like others too, as it doesn't play always well with strategus. It seems to hinder you to connect to strategus battles. ATM when someone has problems connecting to strat battle one of the first questions people ask is, do you have WSE2 enabled, if yes disable try again.
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Phew on March 21, 2013, 03:32:21 pm
I am psyched about this game mode; great work Ozin. As stated before, the multiplier system is a poor fit for conquest; I'm an advocate of XP/gold being given as rewards for kills/damage in vicinity of contested flags, combined with a team-wide bonus for a successful flag defense or capture. Basically XP barn, with the flags being the barns.
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Kafein on March 21, 2013, 03:35:47 pm
Just put constant x2 (roughly equivalent to battle). The multiplier system is detrimental to fun gameplay.
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Angellore on March 21, 2013, 04:43:52 pm
I appreciate effort you guys put into this game mode, but Conquest idea just don't fit Siege at all.

Let's think a while about original Conquest game mode, made by Taleworlds (and available to use in cRPG without any effort at all):
- Both teams start with some specific points (let's say 300 points)
- There are 5 (or less) flags on the map
- When game starts, both teams has 1 flag on their side, all other flags are neutral
- Every team can capture any flag on the map
- Captured flag takes 1 point per second from enemy team points
- Team which first get 0 points, loses
In original Conquest game mode, all sides has equal chances, everything is easy to understand and works briliantly.

The problem with current cRPG Conquest-Siege is, it's impossible to balance it. It's not about making defenders respawn time longer. You can't balance this mode well, because number of players will be different all the time (the more players, the harder it will be to take flag for attackers - the less players, the harder it will be to defend the flags for defenders). You also can't balance it because every map is different, some respawn time settings will work on one map, but won't work on the other.

I don't really understand why didn't you use original Conquest game mode and add few features there (like map preview, respawn point chosing, flag markers etc). That would be balanced by itself, because there would be no "defenders" and "attackers", both teams would have equal chances to get flags.
Don't get me wrong, I really appreciate your work, but I just don't understand why to complicate things by trying to merge Siege and Conquest into one mode, when you could just tweak native Conquest game mode. Less work and it would be balanced by default, objectives would be same for both teams (control more flags than enemy over time). I think it would be also funnier and more tactical. You don't have to take specific flag in original Conquest, you don't need to fight over one flag all the time, which is just boring, especially on Siege maps (you need to use same corridols/alleys all over again to get into that specific flag, which is of course full of defenders).

I would prefer to see original Conquest game mode tweaked for cRPG instead of merged Conquest-Siege thing we have now.
Title: Re: Siege Beta: guide/explanation (wip)
Post by: FleetFox on March 21, 2013, 04:58:39 pm
I appreciate effort you guys put into this game mode, but Conquest idea just don't fit Siege at all.

Let's think a while about original Conquest game mode, made by Taleworlds (and available to use in cRPG without any effort at all):
- Both teams start with some specific points (let's say 300 points)
- There are 5 (or less) flags on the map
- When game starts, both teams has 1 flag on their side, all other flags are neutral
- Every team can capture any flag on the map
- Captured flag takes 1 point per second from enemy team points
- Team which first get 0 points, loses
In original Conquest game mode, all sides has equal chances, everything is easy to understand and works briliantly.

The problem with current cRPG Conquest-Siege is, it's impossible to balance it. It's not about making defenders respawn time longer. You can't balance this mode well, because number of players will be different all the time (the more players, the harder it will be to take flag for attackers - the less players, the harder it will be to defend the flags for defenders). You also can't balance it because every map is different, some respawn time settings will work on one map, but won't work on the other.

I don't really understand why didn't you use original Conquest game mode and add few features there (like map preview, respawn point chosing, flag markers etc). That would be balanced by itself, because there would be no "defenders" and "attackers", both teams would have equal chances to get flags.
Don't get me wrong, I really appreciate your work, but I just don't understand why to complicate things by trying to merge Siege and Conquest into one mode, when you could just tweak native Conquest game mode. Less work and it would be balanced by default, objectives would be same for both teams (control more flags than enemy over time). I think it would be also funnier and more tactical. You don't have to take specific flag in original Conquest, you don't need to fight over one flag all the time, which is just boring, especially on Siege maps (you need to use same corridols/alleys all over again to get into that specific flag, which is of course full of defenders).

I would prefer to see original Conquest game mode tweaked for cRPG instead of merged Conquest-Siege thing we have now.

You make some good points Angie! However for me I'm happy the Siege setting has been used, imo its great fun running around fighting in streets and on castle walls. As to the exp system, I have on good authority that the multiplier will soon be cut from cRPG. :)
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Fips on March 21, 2013, 05:15:44 pm
Yes, Angie has some good points.

But siege was NEVER really balanced if there are less than...let's say 30 players. And conquest won't be as well. But that doesn't matter really, because when the player-numbers drops below some point where it gets unbalanced it's not that much fun anymore anyway. As long as it's balanced when the server is quite populated, i'm fine with it.
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Phew on March 21, 2013, 05:17:32 pm
Angellore makes very solid points. Make it a true conquest mode, and map balance is no longer an issue. Just have to make sure that the team balance algorithm is good!
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Tydeus on March 21, 2013, 05:20:00 pm
i still don't use WSE2 regularly like others too, as it doesn't play always well with strategus. It seems to hinder you to connect to strategus battles. ATM when someone has problems connecting to strat battle one of the first questions people ask is, do you have WSE2 enabled, if yes disable try again.
Yes, and if you simply restarted your client but left wse2 enabled, you'd still be able to connect to the servers. It's not disabling wse2 that fixes it, it's simply the client restart.
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Casimir on March 21, 2013, 05:43:35 pm
Western walls need to be more attacker friendly, that is all.
Title: Re: Siege Beta: guide/explanation (wip)
Post by: kinngrimm on March 21, 2013, 05:58:19 pm
Yes, and if you simply restarted your client but left wse2 enabled, you'd still be able to connect to the servers. It's not disabling wse2 that fixes it, it's simply the client restart.
i don't think so, i restarted client several times with WSE2 enabled, and couldn't join strategus, i will try again, i just enabled it again and will keep trying using it in strategus battles, but 2-3 weeks back when i tested it the only solution was disabling WSE2, so this but may have changed with recent patches, will see.
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Lt_Anders on March 21, 2013, 05:59:19 pm
i don't think so, i restarted client several times with WSE2 enabled, and couldn't join strategus, i will try again, i just enabled it again and will keep trying using it in strategus battles, but 2-3 weeks back when i tested it the only solution was disabling WSE2, so this but may have changed with recent patches, will see.

I have never had problems in strat battles with it. In fact, I have a significant advantage as most people don't use it.
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Micah on March 21, 2013, 06:07:28 pm
Afterall, this "staged conquer-mode" is a very nice thing , and i will propably play it quite a bit if im bored of battle ;)
Anyhow, i do gonna have to agree with angelore here, in that point, that i was thinking of a more "basic" conquer mode with more back and forth ,recapturing flags possible, long-struggle-terrritory-battle with captured flags representing the multiplyer bonus(aka income), unlike this extended siege version right now ...

However i do not agree with angelore in the point that basic conquer/take-and-hold is really "ballancing itself" in terms of game-fun--- i only think of horrible base-rape scenarios in most of games like battlefield and co. which would be avoided with the "attacker-defender" version~

Thanks Ozin for this great effort and awesome and impressive new mode for us =D
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Angellore on March 21, 2013, 06:57:19 pm
You make some good points Angie! However for me I'm happy the Siege setting has been used, imo its great fun running around fighting in streets and on castle walls. As to the exp system, I have on good authority that the multiplier will soon be cut from cRPG. :)
Yeah, overal conquest idea is great for me as well, I loved that game mode in Warband native. I'm just not happy about splitting teams in cRPG to attacking/defending ones. Original conquest has 2 teams, both can capture flags, both can do that in any order they like to (so you have to play smart and protect yours or attack enemy flags, depending on situation). With original conquest you can still make town-like maps or even inside castles maps, there's no reason not to do so.
I just don't see the point to split teams to attacking and defending ones. It just takes whole tactics away, the less flags defenders has, the more random killing current Conquest-Siege becomes.


However i do not agree with angelore in the point that basic conquer/take-and-hold is really "ballancing itself" in terms of game-fun--- i only think of horrible base-rape scenarios in most of games like battlefield and co. which would be avoided with the "attacker-defender" version~
I'm pretty sure both teams with same rules (original Conquest) will always be much more balanced than teams tasks splitted to "defend at least one flag" and "conquer all flags on map".
I don't really understand your point of view about "base-rape scenarios", since that's exactly what new Conquest-Siege has, especially with 1 flag left for defenders. You can't do anything more than charge the last flag as attacker and defend last respawn as defender, you just aren't allowed to do anything else.
In original Conquest, if one flag is heavy guarded by enemies, that means other flags don't have proper defence (so you can take them easily). So original Conquest is much more about tactics, not about defending one flag with whole team. And that's how I see current Conquest-Siege.

Edit: Of course this element (defending the last flag) is part of Siege game mode. That's why I wrote in previous post I don't understand mixing Conquest and Siege game modes. It would be much better imo to keep original Conquest idea, without the Siege part.
Also, original Conquest round lasts 5-10 minutes (depending from starting points set by admin), so there would be no problems with multi and no more 30 minutes long rounds.
Title: Re: Siege Beta: guide/explanation (wip)
Post by: zagibu on March 21, 2013, 08:03:32 pm
I don't see why the native conquest mode couldn't get into cRPG in addition to this new siege mode. It's different enough, I think. Meanwhile, the majority of siege maps will still be classic siege maps with only 1 flag (I see no reason to remove those maps). I don't think the siege server will fill up quickly with the new type of maps, because they seem pretty difficult to make. I mean, even regular siege maps are difficult to balance, which is why there are only a handful that actually work well.
Title: Re: Siege Beta: guide/explanation (wip)
Post by: kinngrimm on March 21, 2013, 08:47:44 pm
I don't see why the native conquest mode couldn't get into cRPG in addition to this new siege mode.....
there are only so many active players at any given point in time.
Devide them by more servers and people may get the subjective feeling there is even less going on.
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Teeth on March 21, 2013, 09:03:15 pm
How long until instructions for mappers?  :wink:

(click to show/hide)
Title: Re: Siege Beta: guide/explanation (wip)
Post by: The_Bloody_Nine on March 21, 2013, 09:06:06 pm
how do ballistas work?
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Ozin on March 21, 2013, 09:07:45 pm
Map makers' guide (http://forum.meleegaming.com/scene-editing/siege-beta-guide-for-mappers/)
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Teeth on March 21, 2013, 09:10:42 pm
Map makers' guide (http://forum.meleegaming.com/scene-editing/siege-beta-guide-for-mappers/)
Damn, that was quick.
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Tindel on March 22, 2013, 08:58:05 am
Despite last nights increased spawntimer for defenders, its still very unbalanced in favor of defence.

The biggest problem is the fact that defenders can spawn on a contested flag. Makes it impossible to cap when whole defending team spawns on the same place.

Maybe deny spawning if contested? Or add spawn points unrelated to flags?
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Lennu on March 22, 2013, 01:25:49 pm
Despite last nights increased spawntimer for defenders, its still very unbalanced in favor of defence.

The biggest problem is the fact that defenders can spawn on a contested flag. Makes it impossible to cap when whole defending team spawns on the same place.

Maybe deny spawning if contested? Or add spawn points unrelated to flags?
Denying spawning on contested flag would be a good idea. Instantly when an enemy gets too close to the flag it would become contested and could not be used as a spawn point any more. Then, add 1 spawnpoint more than what there are flags per team, so that when the team's final flag becomes contested, there would still be a place to spawn.
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Lt_Anders on March 22, 2013, 01:50:01 pm
Building Siege gear doesn't work in siege beta. It breaks the server(?) or messes up upon completion. Only weapon racks work semi fine(haven't tried healing tents). Everything else gets busted or just fails period.
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Smoothrich on March 22, 2013, 01:57:00 pm
Me, Tristan, Anders, and a couple other guys were absolutely owning for nearly an hour on offense in this mode.  Even all of us combined + a bunch of other fellers with huge scores, rather stomping the server, simply could not crack a single spawn point when it only had one ladder as entrance with weapon rack and healing tent.  No matter how many people we killed, more would respawn, seemingly instantly.

Great mode, but I haven't seen attackers win a single round yet. 
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Moncho on March 22, 2013, 02:04:39 pm
I once saw an attacker victory, 20 minutes after the timer reached 00:00 in the docks. But it was simply because the round did not end when it should have.

What about making it so that capturing one flag in a layer opened the next one? Or maybe requiring for a percentage (60-75%) of flags in a layer to be captured for the next one to open up. Otherwise the last flag in each layer is going to be extremely hard to capture.
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Knitler on March 22, 2013, 02:05:21 pm
I think the defenders should spawn maybe 5seconds later. But its obvious for me that the main problem is that the defenders spawn like one meter away from your position or behind you .... so its even worse than TDM

(click to show/hide)

And with the HRE-Blitzkrieg-Team wie managed to get the tavern before the walls, so we skipped the lower wall (bug/feature?)
Was no chance to get the keep. There is also still a bug for the next rounds when you capture them, you cant get them in the next round.

Ballista is still kinda bugged, you have to get it in the old/standard position to pull the crank/reload
Title: Re: Siege Beta: guide/explanation (wip)
Post by: The_Bloody_Nine on March 23, 2013, 01:18:49 pm
nice bragging there, but Heym1 beats you all! :D

think its on purpose. Both walls and tavern are active immediately, but you have to get both to proceed.
Title: Re: Siege Beta: guide/explanation (wip)
Post by: Sniger on March 23, 2013, 06:55:55 pm
i like it, just need to be optimized of course :)

downside: now that you introduced the map feature, you are forced to implement it in the other modes ;D