a multiplayer game of parenting and civilization building
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In the wake of the big multiplayer test last weekend, which may go down in the history books as baby-geddon, I've implemented several fixes for the problems that we saw.
First, babies are now distributed to mothers using a different, cool-down based method. After having a baby, a mother is assigned a random cool-down period before she can have another baby. There's still a small chance of a short cool-down, which will allow for occasional twins, but the average cool-down is about two minutes. During that period, a woman is simply ineligible to have another baby, no matter what, even if it means we need to spawn a new Eve instead of a baby.
Second, babies are born with bigger stomachs now---4 food bars, the same as the very old---but they are born only half full. So, they start with the same food as before, but after the first feeding, their necessary feeding schedule is more relaxed.
Third, there's no more 1:1 transfer of food from a nursing mother to her baby. Instead, she loses a fixed amount of food every time she picks the baby up, no matter how much food the baby needs. That amount is currently 2 + the baby's age. So picking up a newborn costs 2 food, and picking up a 4-year-old costs 6 food. And as long as she keeps holding the baby, the baby will continue to remain full with no additional food taken from her. This makes caring for a baby much less of a food drain, while still rewarding players who engage in good baby-mother communication with more optimal food use. Picking up a full 4-year-old costs 6 food, so you should wait until the kid is really hungry before picking them up. Also, non-fertile females can no longer nurse babies (little girls and old women). This was a simple oversight in the code.
Wild berry bushes now refill one berry at a time over the course of an hour, instead of all at once after an hour. They still produce food at the same rate.
The invisible baby bug has finally been found and fixed.
Full changes here:
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