Thanks for the changes, these have addressed a lot of my major complaints for the last few world. I have some complaints about the hunger stuff, but I'ma wait to actually use it before I ree.
jorb wrote:[*] The quality noise fields of foragables and animals drift every new moon, with animal quality drifting faster than herb quality.[/list]
I think this makes things a bit worse, though. The people who suggested it are right in that there's a problem with node qualities, haven't thought through the implications. This drastically increases the amount of work needed for highQ bones and therefore industry in general. For perspective, I've personally spend hundreds of hours boating around killing everything I can find yet I've never found a topQ node for a relevant animal.
With nodes being that rare making it so that villages on a consistent basis have to find new topQ nodes in order to keep up with other villages in terms of quality will create a bigger power disparity than there needs to be, as bones are one of the primary places quality ""comes from"".
I don't see a problem with nodes moving in general, but the variance in quality between nodes really needed to be drastically reduced, or the chance of finding top quality drastically increased even before this change - but this change will exacerbate that issue.