day 6 psps more misc. updates at the bottom thanks :) -- HUNTING loners now lose 1 exp per week. they can, also, gain 1 exp per week via hunting. they can hunt once a week. this allows loners to have to be able to hunt for themselves without it being instant death if they dont hunt one week, and while not overloading staff teams. -- ALLIES / OUTLAWS a new ally/outlaw system is being added to add dimension to clan - loner dynamics allies and outcasts are declared by the clan leader and can only be adjusted by the clan leader. if an ally changes allegiance from loner they will no longer become an ally, but an outcast will always remain an outcast unless the leader changes it. allies/outlaws will be kept and managed on a separate project. ALLIES - can hunt for the clan but CANNOT patrol (hunting for a clan does not gain the previously mentioned +1 exp) - does not lose the previously mentioned 1 exp per week - every week the clan loses -1 prey and -3 safety per allied loner - can walk in said clan territory w/o doing trespassing rolls (camp access is up to leader) - can fight a clans weekly predators for the exp - further perks are mostly up to the leader, since the purpose of allies can vary WILDLY with an individual leaders goals and ambitions (esp since with the safety debuff you should NOT have a large amount of allied loners, so leaders should be selective), but SHOULD focus on benefits to the loner that are separate from just. being a normal clan warrior perks. OUTLAWS - can be declared an outlaw after a crime, exile, leaving, or an allyship with another clan - sneaking to meet up rolls are required for any roleplay with an outlaw. - can be attacked by any of that clan, if they are on that clans territory. - +3 exp for roleplaying with a cat of that clan in that territory without getting attacked -- +3 to any warrior/apprentice who attacks them in said territory. has to be a different cat everytime, for both sides. both allies and outlaws are on a public list. all cats of that clan can recognize their clans allies and outlaws. cats OUTSIDE that clan do not know unless revealed during gatherings by a highrank. cats revealed during gatherings will also be noted on the public listing. -- cont in n+c because of filter * kittypet groups will be adjusted for loner groups but im still contemplating on how best to accommodate them without compromising the specialty of the loner allegiance MISC UPDATES - - you can now only spy on a thread if youve roleplayed with one of the cats involved in the thread - if caught, its reported to the cats in the thread and they can decide what to do this. this INCLUDES attacking you. - loners have their own weekly predators they can attack for exp, there is no consequence for not killing them all - there are more weekly predators being added for clans - a cold place has been properly rebranded and is open for roleplay - there is now an option in stealth calc for sneaking out kits
LONER GROUP UPDATES i feel people have shied away from trying loner groups after gor and pyrothys and while i dont know that the system is entirely flawed i think we could use a change loner groups will have a studio, like dark forest groups. this may change later i just want 16 studios so my studio limit is even because im selfish and evil HOWEVER unlike dark forest groups we'll have a cap cause otherwise we'll just have wayyy too many loner groups i dont suspect we'll ever reach these numbers but, you know, just in case 0-79 loners has a cap of 3 groups, 80-100 loners has a cap of 4 100+ has a cap of 5 groups To register a group, it has to have had 20 members in it for at least 2 weeks. Loner groups must be their own allegiance Loner Groups function on a Timed Schedule, as in, once created they have a limited time to live before disbanding. This shifts their focus away from longterm survival and onto making a longterm impression on the Clans and world around them that will outlive themselves. The amount a loner group can live depends on their population. A population must be sustained for two weeks to count. below 10 = disband 10-29 cats = 2 months 30-49 cats = 3 months 50-69 cats = 4 months 70-89 cats = 5 months 90+ cats = 6 months groups are added at the beginning of the month, to make it easiest on staff involved. the population ending two weeks of the month determine if you are approved for another month. this is SLIGHTLY confusing, so lets take it through an example. My loner group is called LonerGroup. I register it right away at 20 cats. It gets added the first week of March. I am scheduled to disband at the end of May. At the last two weeks of may, i had a combined population of 70+ cats, thus i am approved for another month, and now will disband at June. however, tragedy struck, and at the last two weeks of June my population fell drastically all the way down to under 30. because my group has been open 3 months, i am not approved for another month, and will close. there is a one week grace period between closing a group oorp and having it disband inrp. - You must wait at least 3 months after the fall of your group before creating another loner group. - A group with a population of 50+ may claim a tile for themselves. It is not required. Consequences: - Safety gain is expected to be maintained, but there is no prey. - Weekly predators threaten your camp. - No having to deal with the Loner Support System To keep a tile, your population must remain above 30 for the last two weeks of the month during time extension approvals. --- the cat on this thumbnail is an npc her name is cardinalstrike (she/fy/they) she's from mossclan (though later left due to a prey crisis) and she lived at the same time as cloudedglade, streamstar, featherlight, etc. though she was older than them sorry just a fun fact palewing (the cat on my pfp)(any/all) is her gf ok