Avu wrote:What about reducing weariness though? I was logged out 6 hour (no bed) and i was still at 100% (need to double check), can it go over 100% how does it work? Basically once I hit 100% it didn't go down. I mean I use teleport to heart quite liberally but it''s still the most logical solution because it makes half the trips free. The only way I'd change how I do things if I didn't have to go out for days or if I planned from some very long trip. But really travel weariness suckz.
I'm making a random guess here, but... like it used to? Take a penalty to the relative stat (Will now, right?) and you can exceed 100% of your available travel distance. Even if moments before you were only at 70% TW, lost 30% of your stat, and now you are at 120%. Hearthing always consumes travel distance, but is always usable, too, which will push you past 100%.
jorb wrote:Roads count the tiles they pass to calculate cost. Paving costs one. Grass costs three. Deep water is pretty expensive. &c.
Probably should have been in patch notes. It's a non-obvious change that nobody would have guessed given how long roads can get and a lot of effort to install and maintain paving. Unless you want to add in some Roman level tech about near permanent roads that can last hundreds of years.
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