jorb wrote:Did server work to add "instanceless methods". Down the road this will allow us to automatically generate tooltips for food, and perhaps building recipes, in the crafting menu,
I'm actually really happy about this.
jorb wrote:Added "Crab", beach kritter. Doesn't fight, but hurts to pick up. Several related resources and crafts.
Added "Black-Eyed", wound.
Added "Finebone Trinkets", gilding.
Added "Garden Bench", bench.
More gilding items are nice but does make it easier to get higher stats, easier ≠ better.
jorb wrote:Added a quest target to deliver certain goods to quest-givers. Mostly sticks and stones.
YAY for scavenger hunting returning!
jorb wrote:Fixed a bug with the Wild Windsown Weeds in that their distribution areas -- in which they yield the same couple of crops and seeds -- were far too large.
Really? I thought it was good that you had to search a long way and potentially trade to get all the seeds, so long as they were all on the map somewhere. IMO they SHOULD be large, along with the growth speed fields.
jorb wrote:You can no longer inspect wild animals.
Why? I want to look at animal and say "wow", that deer is big and healthy its going to give me good quality meat, but that one is scrawny, its not worth the effort. Personally I think animal quality shouldn't be tied to the map, it could be tied to hunting patterns if its possible to monitor that? But a heard of deer should have some animals more "healthy" than others.
jorb wrote:You can now catch trash while lure fishing. Sorry about that.
One mans trash is another mans treasure, don't be sorry, also, yay! Ducks and Swans.
jorb wrote:Leantos now enforce a minimum building distance of one tile, fixing
this. This is why we can't have nice things.
Sensible.
jorb wrote:Nidbanes can no longer be summoned using character specific scents -- assault, battery, and murder -- committed against characters lacking the "Rage" skill. Killing an entirely fresh alt spawn will, thus, no longer imply having Nidbanes sent after you. Crimes against property -- Vandalism and Theft -- are unaffected by this. At least in part adressing
this.
Makes perfect sense to me, rage represents the concept of inflicting harm on others, thats what Nidbanes are for. When someone hits you, destroys your stuff or kills you, you get angry and want to hurt them back but if your character doesn't understand that then why should you be able to exact this form of revenge. I realise the scents could be used by someone else to summon the Nidbane before, but it still makes sense.
jorb wrote:Buffed the udder sizes of animals to 25l.
Fixed a bug by which animals would continue to eat more, to produce milk, even with their udders full.
So a lot of people seemed to be complaining about how much animals eat, and if there was a bug then it should definetly be fixed. But another solution would be to implement a different system for feeding animals, something like pastures, that mean large herds require large amount of space and need to be moved around. This could lead to people building fences to mark out fields, different animals could require different types of pasture, you could have the option to use a stake (wooden or metal) with a rope to stake an animal much like the hitching post but it would be moveable. You could keep troughs but cause them to half the q of food, perhaps in winter we would need to feed animals from troughs as the pasture would be under snow and wouldn't grow.
jorb wrote: In the Pipe
Smallish patch, but steaming on!
Size doesn't matter its what you do with it.