OP Update Dec.16
This thread is simply a place to put things you want to see changed before the new world begins. This does not include things you really want to see added to the game because it would be like so cool.
This isn't a grab bag thread so much as an exercise in finding what might break/ruin the next world before we get to the next world. Each idea here should have it's own thread, which I'll link in the OP if this thread gets enough traction
Things that merit being put in this thread:
- Mechanics that will adversely affect early gameplay
(Credo quest reset upon death, localized resources being impenetrable) - Things that can only be changed during a world reset
(Terrain generation tweaks, Granger's naturally gallery apocalypse)
Basically everything else.
What we have so far:
- Terrain Generation and Dynamic Environments
- Rudimentary Water flow dynamics (boats faster downstream, boats slower upstream)
- Big ol' 25 tile rivers flowing from the heart of the mountains
- Realistic rock hardness and ore dispersion
- Make Natural Galleries more Natural
- A Plea for Decay - More Dynamic Decay functions; Ruins
- dynamic biomes which evolve with time
- Perhaps... Seasons?
- Localized Resource Tweaks:
It looks like there's three major issues people have- People building walls around local resources
- People claiming local resources - Addressed: claimed resources have significant authority drain
- People leaving alt bots at local resources
- Village and Kingdom infrastructure
- Windmill +water pump - More in depth infrastructure involving windmills
- Limits to Realm shapes/ no spider realms
- Wurm houses - Modular buildings to support larger variety of structures
- animal gelding/neutering so villages can trade livestock and not lose their competitive edge
- Road rework in order to minimize the crossroad litter across the map
- Specific Mechanic Changes:
- Credo quests: death resets, quests per tier, more specific and linear credo progression
- Metal Spiralling requiring currently requires alts
- Ore Smelter Cheesing with high quality (char)coal
- Week one industries from specific cheesing techniques: week one candleberry wax mines, (spitroast bone ash quality hikes FIXED)
- Some love for knarrs. (things get stuck on/in/under knarrs too easily. knarrs getting stuck on land) FIXED
- Symbel/Satiation/Feasting issues
- make caves more deadly without proper lighting in order to prevent cave exploitation early game
- Diagonal Palisade/Bwalls (not necessarily game breaking, but if added before the new world, would allow for a lot of variance in base layout)