First of all, Im all fine with this buildings being destructible by enemy idea, but I feel that its rushed. The only means to protect ourselves properly was to build a wall with the buildings. now they can be destroyed and we are vulnerable to huge raids. Probably Ill have to restart my map because I made all of my town according to that strategy. This Idea should ve been implemented after having a watchtower, a bunker or a proper kind of wall to protect the citizens. Gabions are Useless already. But we should ve means to stop enemy charge (swords). And while this walls Im talking about are immune to stone, they could be destroyed with grenades etc. At least, give a proper control over the military so we can choose where, when they are actually going to defend.Now probably the enemy will sack my mines while my troops are out of range to respond. There is no way to bottlecap the invaders to be able to defend atleast. 4 side attack, we will lose alot in every raid. But honestly. This little update you did will surely make some of us crazy. Because a building important such as the metalworks. (4 metalsmelter and 1 smithy) getting destroyed I would probably quit the game. Please rework this idea before implementing. Thanks
Have to doublecheck, but I can't find where it states how much health the buildings have, and perhaps more importantly, if it's just health-per-building. Hmm it seems to be like: 1 hitpoint per square tile of building each attack (must be deliberately targeted on building?) takes off 1 hp Don't know if you can repair buildings though, I guess not?
I'm willing to wait and see how it plays out when the other defensive features are added. As you correctly point out, it adds more strategic depth to the placement of buildings, which I'm in favor of. In the meantime I've yet to encounter a situation in the last build that couldn't be handled by maintaining multiple squads of military and deploying them as needed (outside of the unfortunate NCO death squad-wipe disaster here and there--a separate issue), and using diplomacy gameplay to minimize the chances of truly large scale raids. I stopped making snaking "building walls" a long time back because it felt cheesy and looked weird. It may mean that there's going to be a rough patch in the Alpha for a while until the supporting features make it in, but that's what we signed up for.
So if a bandit's shooting at someone inside a building, does the shot still pass through the building?
This doesn't seem to affect bullets passing through buildings. As far as I can tell, enemies have to melee attack buildings to damage them, and things like grenades etc would at only 1 (or possibly just 0) damage.
Correct, shooting at people in buildings does not damage the building. The building must be directly targeted. Explosions and area-effect damage, however, can damage buildings. eg. The blunderbuss does AoE damage so I think it may actually hit buildings. As for this screwing over players - I do hear you, but this is how we need to do it. We are such a small team that we simply cannot pace development and release of features in such a way that they're most convenient for ease of player experience. So that said, this is a first run implementation and expected to be a bit rough. And displaying building hitpoints is fairly high on a TODO list. (In the meantime, gabions are important!)
Do the materials fall to the ground? I mean, the wood wouldn't, but the stone and stuff should still be there. Maybe some pieces of lacquered wood.
Wonder about that, given their cost and bugginess I wouldn't be surprised if using something like a Middle Class Home for walls and rebuilding would be nearly as sustainable in real terms.
Well, the lag thing is an issue, but going off I recall (may have changed by now) - the cost of 1 log per unit, seeing that 1 log => 2 planks which can make a decent wall section -IIRC it is 1 log, and you can't use bamboo poles -right now, walls have a good advantage that you can use doors in them (and ways to open/close access) which isn't the case with gabions -cancelling/destroying gabion issues? -now walls will distract enemies. this is a great plus as enemies with say rifles may be caught beating on a wall which helps negate their advantages -now walls distract enemies, meaning even scattered bits provide useful "slowing down the enemy" effect -actually enclosing walls cause problems for traders (definitely now it makes sense to scatter parts around) my new plan would probably look like this, which is great thanks to the level terrain being messy to work with (and at best taking a lot of finnicky work and time)
Now I might be wrong, but while the "Urchin Grenade Explosion" is referenced in the damage code (ai_damage.go) by what I can tell the "Blunderbuss Area Attack" does not seem to be referenced, so uh does it actually do anything? It's pretty hard to tell by what goes in ingame at best... and I remember people wondering before if it actually worked. I certainly think I've had clumps of pistol soldiers charge a blunderbuss bandit without the effect of taking any hits but that's not fully reliable.
Well, that's embarrassingly not hooked up. I swear I had it working at first implementation but I bet the logic got repiped at some point and it got lost. Well then! Fixing that now. There's no concept of LoS at this time.
Noting to never equip soldiers with blunderbusses now. Ah I just had the best idea. Small boobytrapped buildings (ie: there's a landmine on the side facing outward, enemies move to attack it and explode)