Let defenders patch a wall during a siege, but not bring back a broken one
When raiders hit your fence, repairing mid-fight should help, yet a wall that is already broken should not be pulled back to life by a few hammer taps. This entry fixes the order of hits and repairs and the price of starting again after a breach.
Why this works
A breach has to matter. If patching could undo it, the break would be a short pause, but when only real materials restore a wall, and only partly, the player feels the loss and has to plan around the gap.
When not to use it
Skip it in a game where defence is not the main idea, or for a beginner level where losing a wall would just end the fun. Use a simple health bar that always repairs, or let walls never fall.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 22 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Let defenders patch a wall during a siege, but not bring back a broken one" (read_entry walls-breach-and-need-rebuilding) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP