If you get theft, it might mean that 1 stone is getting stolen, and at that point you have a deficit and will start being penalized until you either find more stone or end the theft. Every time you get a popup, it's telling you you found and spent 5 stone. If you buy a shop that costs 5 stone, you're allocating that 5 stone to the shop for the rest of the game. If you find 5 stone somewhere, you aren't finding a pile of 5 stone, you're finding a source of stone that will deliver 5 stone for your use throughout the rest of the game. Vogel can correct me if I get this wrong, but: It would probably be more correct to say that the concepts of "current stockpile" and "income" have been combined. Not sure if that's a display error or what, but it's a pain. After 5 months without changes in income and expenses, you should have 5 total stone.) Resources don't appear to be properly accruing over time when there's a bonus amount at the end of each month. (For example, if you have an income of 4 stone a month, and an upkeep of 3 stone a month, the net each month is +1 stone. Resource accrual: when resource income exceeds upkeep expenses, you should see resources accruing. I understand deducting the upkeep for the month in which the building was removed as a way to close a potential exploit.Ĥ. I don't think that's how upkeep worked in the first QW, and it seems like a bug. If 2B, then: When the building is placed and then removed, the upkeep cost for that month is still deducted it also appears to be deducted *the next month* even if it's not placed again. the moment the building is purchased or B. Is the cost to buy a building type (smithy, apothecary, etc) the same as the upkeep cost for that building once it's placed?Ģ. I've got some questions about how fort resources are actually working in QW2.
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