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The Territories Thread

Cryptite

Elder
Staff member
Elder
Power sources are redstone lamps on any Territory Buildings. I had some worries that buildings placed near heavy vegetation/blocks might be problematic for golem spawns as well. Might adjust the golems to spawn inside the inhibitor at least or force to air the blocks where they would spawn.

What do you mean timers for inhibitors are stuck at 120 minutes?
 

Zor95

Well-Known Member
Slicer
When the creator of an inhibitor or a defender logs on it tells them that the inhibitor will be online in 120 minutes, regardless of how much time is actually left.
 

Mefrit

New Member
I'm receiving conflicting information and would fancy a little clarification. I am a nomad (forever alone) and I want to be a free agent to the highest bidder, a mercenary if you will, but I was told that I couldnt participate in the territory play because I wouldnt have the capacity to build an "inhibitor" to actually attack a gen (because I'm not a part of a town) BUT in the e-mail I received on the 25th of Aug mentioned "Wanderers and Nomads can still attack Territory Generators, but they wont have access to Beacons which allow for reinforcements from other Towns and Alliances"

If I am paid to disrupt and destroy a territory generator as a nomad, will I, as a nomad, have the in-game capacity to actually do it or will the "rules of engagement" prevent me from doings so on the technicality that I'm not a part of a town to build a fancy "inhibitor"?

Thanks for all the hard work!
 

Zor95

Well-Known Member
Slicer
I'm sure Crypt will replay but from my understanding only town owners can create inhibitors to begin an attack and only town members can use the beacon to teleport to a siege. Everyone else is still free to participate in a siege, but they cannot start one and they're on their own for transportation.
 

Cryptite

Elder
Staff member
Elder
Town owners, subowners, and Lords (level 4 members if you have unlocked them at Town Level 20) can all setup and deploy Inhibitors and Town Generators.

As for Beacons, you cannot 'click the button' to turn them on (only town members can do that). However, beacons do not discriminate between who they teleport once they go off (Knife travel is not so controlled). As beacons state, all players within 8 blocks of them will be teleported to their selected destination after 15 seconds of hitting the button. This means friends, foes, and mercenaries alike (regardless of being a member of that town) will be teleported. This all works in reverse with Inhibitors as well.

So as a Nomad/Wanderer you cannot build Inhibitors, but you can certainly participate in a fight. You will however suffer from any disadvantages such as not being able to use the town portal of whomever town you're fighting for to get back if you die, of course. You'll have to hope your home is near enough to the town or the attacking destination.

But if you're in said town at the time and choose to travel via their beacon if they let you, you certainly can.
 

Cryptite

Elder
Staff member
Elder
Some things to clarify for people who might be wondering. These are things that aren't well covered in the document per se.

  • A Buff Tower makes Power Sources (Redstone Lamps) harder to kill. The math for PS goes as follows:
  • Power Sources' health changes according to the following math:
    • An Inhibitor PS takes 5 overloads (standing next to the thing while Charged) to destroy.
    • A Territory Generator PS has varying health pools:
      • If no defenders (members of the defending TG town or anyone allied with it) are online, it takes 5 overloads to destroy a TG PS
      • If two or more members are online, it takes 3 overloads.
      • If the TG has a Buff Tower and there are no defenders online, it takes 10 overloads.
      • If the TG has a Buff Tower and there are two or more defenders online, it takes 5 overloads.
  • Power Sources regenerate their health slowly over time if not attacked.
  • A Weakness Tower applies Weakness II to any nearby enemies
  • An Attack Tower fires Primed TNT at enemies (that do no block damage)
  • The Core of a TG is accessible once 3/5 of a TG's PS are destroyed (disabled, actually)
  • The Core of a TG must be attacked by a sword and will not take damage from any other source. As with normal pvp, Diamond Swords do the most damage, but sword Enchants are not taken into account when damaging the core.
Also, Territory Strength will start being tabulated Tomorrow Night:
  • Territory Strength is calculated at 8pm CST (GMT-6) every night.
  • Upon tabulation, all online and linked TG's count for one point.
  • This sum increases for the whole month and the Town with the most Territory Strength at the end of the month becomes the Capital of Loka. More about that can be found in the document which can be found in earlier posts on this thread.
 

Grubul

Well-Known Member
Slicer
I was attacking a core today with a sword. It didnt take the damage, and it still had the golems guarding it :/
 

Cryptite

Elder
Staff member
Elder
At the moment, Protectors never stop spawning, perhaps they might if you take out their specific power source. As for the core not taking damage, unsure what happened there.

I will say that though Power Sources regenerate, doors that are blown open do not regenerate so there may've been something weird there.
 
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