MagicManICT wrote:a metric f*-ton of signs.
Yeah, this song's been going through my head all day: http://www.youtube.com/watch?v=qLm3HMG8IhM
MagicManICT wrote:a metric f*-ton of signs.
jorb wrote:We've been developing, and here's what's new.
Natural Alchemy: Fish, Herbs, Animals, Dug Clay, Quarried Stones and Water have slight, natural alchemical properties, varying over different areas in ways that are individual to each type of animal, herb, fish or mineral. I.e. Waxing Toadstools have a "alchemy field" of their own, different from the field affecting Lavender Blewits, and Beavers have a field different from that used for Deer.
Potted Plant Alchemy: Each generation of potted plants -- including trees -- now have their alchemy values randomized slightly, mixed with the alchemy values of the Gardening Pot, the Humus and the Water.
jorb wrote:Proficiencies and Alchemy: The alchemical purity of an item your character acquires from the wild is capped by his proficiency values.
Frontier & Wilderness caps Fish
Hunting & Gathering caps Foraged herbs
Mines & Mountains caps Quarried stone and foraged minerals
Pots & Pans caps Dug-out, natural clay.
darnokpl wrote:jorb wrote:We've been developing, and here's what's new.
Natural Alchemy: Fish, Herbs, Animals, Dug Clay, Quarried Stones and Water have slight, natural alchemical properties, varying over different areas in ways that are individual to each type of animal, herb, fish or mineral. I.e. Waxing Toadstools have a "alchemy field" of their own, different from the field affecting Lavender Blewits, and Beavers have a field different from that used for Deer.
Potted Plant Alchemy: Each generation of potted plants -- including trees -- now have their alchemy values randomized slightly, mixed with the alchemy values of the Gardening Pot, the Humus and the Water.
Can we have formulas and right click option to check Gardening Pot purity?
If kilns, smelters etc etc does matter now it would be useful to have this option on them too.jorb wrote:Proficiencies and Alchemy: The alchemical purity of an item your character acquires from the wild is capped by his proficiency values.
Frontier & Wilderness caps Fish
Hunting & Gathering caps Foraged herbs
Mines & Mountains caps Quarried stone and foraged minerals
Pots & Pans caps Dug-out, natural clay.
Can we have formulas please?
I don't understand why in cases like this we can't have it?
by TotalyMoo » Tue Aug 07, 2012 4:24 pm
We're not planning for more wipes, but in the case it happens all silver will be refunded in the new world.
nostra wrote:by TotalyMoo » Tue Aug 07, 2012 4:24 pm
We're not planning for more wipes, but in the case it happens all silver will be refunded in the new world.
Let's see what the case is...
kaillslater wrote:qbradq and magicman are right: I don't think it hurts newer players, but hurts more established ones.
From that perspective, I thought I would bring up some of my new-ish player thoughts:
1 As mentioned before, veterans will be more hesitant when raiding bases. Without access to 100% purity crops, any bile damage done by braziers cannot be recouped. Newer players with braziers but only low quality iron may not be worth targeting. Huge swing in the risk/reward - the only way to keep those 400+ biles is to not fight. Biles above +100is (whatever the number is) is a finite resource, for now at least. When it comes to raiding less established players, is the juice worth the squeeze? They might be able to make an army of 300 bile characters, but for now there's a limit to how many. That limit wasn't there yesterday.
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