Thanks, Jeremy.
Can't wait to try the leather workers!
Christina

----- Original Message ----- 
From: "Jeremy Kaldobsky" <jer...@kaldobsky.com>
To: "audyssey" <gamers@audyssey.org>
Sent: Sunday, July 31, 2011 11:34 AM
Subject: [Audyssey] Castaways version 1.5b Random maps, muting,and 
leatherworkers


Version 1.5b has just been posted.  I am still working on the multi language 
feature, the multiplayer features, and the 
ability to change the priorities of your workers, but I did get enough stuff 
done that I felt a new update was in order.

When you go to play a mission, you will notice a new field in the menu list.  
Default map means that you will play the 
mission using the map designed to go along with this mission.  Pressing enter 
on this selection will change it to Random map. 
Random maps will provide an extra challenge, because they were not specifically 
designed to control how quickly things 
happened.  For example, if there is randomly more open space leading off of the 
map, then Goblins will have more places to 
invade in from.

To keep things as stable as possible, picking the random map option actually 
randomizes in a somewhat unusual way.  The size 
of the map will remain the same, and water landmarks will not be changed.  All 
of the trees and rocks are randomly moved 
around but you still end up with the same number of each.  Also, the number of 
trees and rocks that normally fell along the 
outer edges of the map will still be the same, as an effort to give the Goblins 
approximately the same number of ways into 
your land.

When you use delete to destroy a building you have already built, you will 
receive half of the construction materials back as 
salvaged supplies.  If the number of supplies can't be evenly divided in half, 
it is rounded up to the next whole number.  So 
destroying a house, which originally cost you 3 lumber and 3 bricks, would give 
you 2 lumber and 2 bricks back.

To balance things differently, Butchers are only able to create a fur 33 
percent of the time they work on an animal carcass. 
Many users reported a huge stockpile of furs building up as they played, and I 
felt the need to change things around a 
little.  Upgraded butchers are 66 percent successful at salvaging furs.

Monks no longer use cloth to create tomes!  Peasants will carry furs to your 
new Tannery, where a leatherworker will 
transform 1 fur into 1 piece of leather.  3 pieces of leather are now required 
to create a tome.  The leather working chain 
will be expanded upon in mission 3, when that is eventually added.  Monks now 
take 25 percent less time to create a tome, and 
unlike any other job, they will tell you how close they are to competition when 
you check on their progress.  Monks now 
double as leatherworkers.

Leatherworkers will double as butchers, when they have free time.

Hopefully combining the suggestions of so many people, the message mute list 
has finally been finished.  Press shift and ` 
(grauve key) to bring it up, arrow through it, and press enter to toggle the 
settings.  These settings are remembered from 
game to game, so don't forget that you've muted something.  Rather than being 
job specific, many of the messages are now more 
generalized ideas such as the delivery of raw materials.  As always, I'm open 
to suggestions for adjusting this system, so 
please give it a try and see if you like it.

The Readme.txt, Buildingguide.txt, and jobs guide.rft files have all been 
updated.  the Jobs guide now includes information 
about how upgrading different jobs changes them.

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