Added:
- Added a capture system for territory structures. If a territory structure is under 50% of it's health and in another guilds territory than it's original owner it will be captured by the new guild. This means that any guild can capture territory structures left on the map by other guilds by covering it with their guild stone radius or keep territory, but also that you can now sell entire TC towns to other guilds by trading the guild house covering the TC, and having the new guild place their guild stone in it.
- Added faction scouts in or around cities, these npcs works like the faction recruiter but can only be used to get locations on other faction members.
- Added a command to show your guilds alliances: /guild showally
- Added a species of swimming Ai fishes that can be killed and looted.
Changes:
- The command to show current guild wars is changed from /guild war to /guild showwar
- Territory structures that haven't been fully built now counts as having no blunt defense value, making them a lot easier to take down than a built structure. Once the building has been completed it have its full defense value.
- Weapons that are longer than 4 meters now takes a LOT more stamina to swing, this makes swinging a lance a bad idea.
- Territory structures are now all updated to v2. Meaning they all take damage if they are outside of the owning guilds radius.
- Opening a gate with a battering ram will now keep the gate open until a member of the owning guild closes it again.
- Guild vendors now only buy items that cost 10c or under per 1 unit. This means that players need to go to town to sell expensive goods rather than simply handing it off to a safe vendor.
- Added additional checks to make sure melee charges gets canceled when stamina gets too low.
Fixes:
- Fixed timing issues that could cause alliance and war flags to not correctly work on the nodes.