ciba wrote:So... hats are permanent forever even until the next world? Cus if so I'm buying like mad!
Unless something completely unexpected happens, the plan is that they remain even into the next world.
ciba wrote:So... hats are permanent forever even until the next world? Cus if so I'm buying like mad!
RomanRichter wrote:So game time not accumulates every week? Only refils to 7-14?
jorb wrote:Correct.
scoutpie wrote:RomanRichter wrote:So game time not accumulates every week? Only refils to 7-14?jorb wrote:Correct.
i would like to put this out here. i don't know if this is possible to code but could the cap for free be 24 hours that refills by 7 every week and the max for verified be 48 refilling by 14 every week. that is just what i was thinking. i just feel that it would be a bit nicer if this was the case. other then that i am happy with the new changes you have implemented and i do wish you would fix the crash so i can play it on my laptop.
Ozzy123 wrote:It's all cool but healing yourself is reaaaly freakin expensive, healing 1 wound with item that you craft with 1 fur when you have like 20 wounds is really hard. You could make it that stinging poultice heals 1 kind of wounds but heals them all
Granger wrote:Ozzy123 wrote:It's all cool but healing yourself is reaaaly freakin expensive, healing 1 wound with item that you craft with 1 fur when you have like 20 wounds is really hard. You could make it that stinging poultice heals 1 kind of wounds but heals them all
To not overpower it could reintroduce the gauze mechanic from legacy: apply it to a would and it'll block a slot in the equipment window, then heal over time.
For this to actually make sense it would need for the wounds to be localized to body parts.
Sevenless wrote:Jorb has specifically stated he's intending to introduce permanent HHP loss for certain relatively serious wounds.
So while this current system isn't finished implementing, the same concept is still going to apply. HHP is a precious commodity now.
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