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Reinforcement changes
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As already mentioned multiple times before, reinforcements will be completly different in 3.0.

We decided to step away from the traditional ore=reinforcement, because it heavily tied completly unrelated economies together, by having them use the same materials, for example producing armour and diamond reinforcements or needing shears for XP production and iron reinforcements. Additionally the ore distribution in 3.0 would make iron reinforcements too common and diamond reinforcements too rare, so all reinforcements (except for stone) were moved into factories.

Reinforcements will be produced out of components, which are tiered and can be produced either with mined goods or with mob drops.

For example you can use 128 Stone, 64 Granite and 24 Coal Ore to produce a basic miner component and then combine 4 of those to produce a stack of basic reinforcements with a health of 250. Higher tiered reinforcements are made by upgrading basic components and then combining ones from both hunters and miners.

Instead of going through each in text form here, you can see everything in detail here. Analysing this down to the bones is left to the reader.

First page lists the costs for different components, second one stats and cost for reinforcement levels and the last two some autogenerated analysis.

Reinforcement decay time will be set to 1 month, which means after a month of inactivity your reinforcements will be broken twice as fast, 4 times as fast after 2 months etc.

~ Have a nice evening

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8 years ago