Discuss the massively-multiplayer home defense game.
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What if it counted your backpack value too?
Then you'd at least start at $1k for starter tool runs.
And if counted the tool's buy value instead of their sell value it would take you straight to the houses that are profitable to rob, which would be even better.
I like it, it's pretty creative, but I think it might have a weakness: What's to keep the burglar from simply breaking through the wall/glass, club the chihuahuas and press the right buttons himself?
I might be wrong, but I think the 'death counter' resets if the house gets modified by the owner, so they must be achieving those numbers by leaving their homes untended, which is awesome.
42dustman wrote:The pits themselves are an obstacle which does not block vision and isn't as easily surpassed as windows and the cats are there so the dogs don't fall into the pit after seeing you.
I'm just thinking why they don't just windows instead of killing all these cats..
i.e. Pit | Window| Dog
rather than
Pit |Cat |Dogconsidering cats and windows are very similarly priced.
Brick=$150
Ladder=$1800
It is certainly possible. Any additional clues?
Was carrying 2 meats, 3 bats and a gun, exploited the panic button to bat down the pitbull that came out of the powered door.
The pits themselves are an obstacle which does not block vision and isn't as easily surpassed as windows and the cats are there so the dogs don't fall into the pit after seeing you.
Panda.- When did your house get robbed? Last night I went on a spree of senseless murder, looting, and suicide for no reason. I destroyed almost 100K of value that will never circulate in the economy ever again. There will be a vid soon lol.
Oh! So you're the butcher? I thought it was some guy that got mad because I robbed him for 4k after doing a 200 moves dance right in front a pitbull that was blocked by a cat.
It's the fallout of the sawmageddon, after so many players got so much money they begun hunkering down on their own castles.
Window traps aren't really that powerful, there already are items that can defuse them (brick/bat + meat/gun) and most of the traps involving them are very predictable and relatively easy to guess (unless they are extremely complex, but then that's also the case with extremely complex traps of all the other types), not to mention that they can also work as weakness that lets burglars easily access areas the owner wouldn't want them to.
One workaround to this is designing the home you want on Castle Draft before you go robbing, after you have a reference of where everything is going to be you can build a fortress in literally 3 minutes.
Still, I do agree that the timeout should be extended a little bit.
You should give a try on one of those low value homes where lots of people have died already, usually they are pretty banged up and you can find the way to the vault just by following the wake of destruction.
After I'm tired and bored from a long and fruitless suicide robbing chain I sometimes accidentally walk straight into pitbulls because I start moving too quick through corridors, I think that's the same case with all the other burglars that do this mistake.
Well I know what are you gonna tell me . Pratice makes master right, but if I do that all the time the rich guys get richer and my skills stay the same .
I've read a tons of stuff on this forum that is not viable to make less than 2k house and try your way up , but there is no other way .
The odds of me robbing a house that has 10-15 k is equal to me getting a jackpot , and if I keep doing this I will lost interest in this game .
Something needs to change
Don't worry about making the rich richer, you're only painting a target on their backs. Try to use your starting money to rob the houses between 4k to 8k, I robbed two of those yesterday after merely a dozen deaths or so. Only ever buy bricks, water and meat because they are cheap (so you can buy a lot of them) and they are useful on pretty much all of the 'mid tier' homes.
Can do it like that:
http://castledraft.com/editor/Fg6bsM
well but it's kinda weird... you should protect your family, not try to get rid of them asap.
I repeat, i haven't played the game too much, but this free path mechanic looks like is missing something.
and if no top house has a family, i really see a problem in that
Wife's grenade launcher. Do it Jason.
Sometimes my house gets invaded by nice guys:

Yes, it is intentional for the traps to not reset if a family member is killed. It may render a house impossible to crack without tools, but the owner must do a self test before he exits his house, so it must (more or less) be fixed to continue playing.
You can just quit and let your house in it's messed state though.
Family members need no pathways once they are dead.
I have a theory that Castle Doctrine is not a game about burglary, but rather a pyramid scheme simulator because in order for a few to succeed many others have to get themselves fucked bad.
I was thinking of writing just script to basically auto-build my house for me, and possibly buy my tools on a new life. It's really just a burden to go through, then I accidentally misplace one item and die in the test and have to redo it? No thank you, I'm not sure if it'd be "legal" by the game's rules but I personally don't see anything wrong with it.
The only problem with redoing a house design is that thieves that had previously died in it will be able to reenter it and then they will know the lethal parts of it, I have already robbed the same house twice because the owner reused his design. Still, if do that script could you upload it for us too?
One problem that I'm constantly struggling with is that I can't seen to build a house that is expensive enough to hold off the burglars that are using the whole of the $2000 of starting cash in tools and yet cheap enough to leave me with the necessary money to actually attract any burglars at all. And these kind of thieves are a problem even when they die because they make the house value rise too fast and attract more item-carrying-burglars before you have the time to update your defenses. Goddamn you people who burglarize for the sake of burglarizing.
But all other traps all also requiring you to guess what door to open, which hallway to go.
There's just no comparing of a maze to a comb lock, mazes are far more expensive and consume far more space and have far less possible solutions and can be far more easily broken with tools like saws and blowtorches and sometimes you can check your way through with bricks and sometimes if you go the wrong way you can easily turn back with cheap tools like water or bats; whereas in a comb lock you're totally blind and a single wrong move bricks the entire thing. I saw a tutorial on Youtube showing how you can make a 16 buttons comb lock with just a little over a $1000 and comb lock like that can have over 3000 permutations, to make a maze where the odds where equivalently tipped against the burglar you would need literally a hundred trifurcations.
If it only showed the tiles that are electrically connected to the ones were the tool was used it would not be so overpowered.
Well, even though it MIGHT NOT be what you are looking for, there is a future update that will bring the "voltage-tester" in-game.Possibly.
Source: game files
Nice ![]()
I hate combination locks, they are a dirty trick that makes the robbery practically impossible for players that don't have the expensive tools needed for brute forcing the way through it. So I had this idea: An test probe. It would be a tool that you could use on exposed wires or electric floors and it would give you an map showing every other electronic component connected to it. I think this addition would make comb locks way less common.