Ahwaric
Shrubbery-hugger
ThanksJust wanted to stop by and let you know that I really like polish you added to the mod. It's always fun when you add big new features but balancing and bugstomping really makes the mod shine. A year and a half since you started out already. Little Orbis sure have come a long way since then, no?![]()

And yes, it was a really long way. I am really glad I decided to release Orbis - the feedback and suggestions did wonders

Bugfixing and balancing is not the best way to attract players. And if done for a longer time, gets really tiresome.
But it is a great feeling if I fix something that was broken for a longer times. Especially if FfH has problems with it, too. It might have bigger impact on the gameplay than new civ.
But Orbis 0.30 will get some new features. Or even more than some.
Ever since I imported Xienwolf's splitting of barbarian factions, some lairs are created in later game.[to_xp]Gekko;8593919 said:I see you have "Lairs" listed as a feature in the changelog for the next patch, what's that?
great job on fixing the "get tons of stuff from treasure chests" thingie!
Every x turns (x is dependant on game speed) a number of lairs is created. That is different than animals creating dens as no unit is rerquired. Some lairs spawn out of the blue provided there is free space. Number of lairs depends on difficulty.
Different lairs are allowed to work this way: barrows, ruins, steadings, but also dungeons.
I have now added block that Xienwolf forgot (?) that forces spawning to check what terrain the lair spawns on.
Regarding chests, I have fixed only one side of the problem. Chests are now one-use only. But it is still possible to open them with a stack, and every unit from the stack gets separate prize. It is a problem in FfH as well, but I still have hope to find a way to fix it.