Healing Items and the world

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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Lunarius_Haberdash
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Healing Items and the world

Post by Lunarius_Haberdash »

The one thing that's really mystified me to date is how Jorb went to all the trouble of creating dozens of new types of plants, trees, berries, bushes, etc...

And then introduced this really neat wound system that I absolutely adore.

And then, when it came time to make something to heal those wounds....

Used Stinging Nettle, String, and Hide.

.... Wut?

I'm hoping that as the game develops we'll start seeing additional uses for this myriad of things that exist in the world, and perhaps, just perhaps, that healing and wounds will become even more interesting and dynamic than they are now.

Will we be seeing plants and such needing to be boiled and mixed with other plants to create astringents, antibacterials, anti-fungals, pesticides for crops, fertilizers, etc?
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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jorb
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Re: Healing Items and the world

Post by jorb »

Yes.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
venatorvenator
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Re: Healing Items and the world

Post by venatorvenator »

This is interesting.

How about one specific medicine for each type of wound, instead of the panacea of bandages etc?

Wounds are a major part of the game now, they even have their own char screen. It would be cool if we had to deal with them less generically (as we do now), and more like baking, for example.

A player can dream: a menu button just for herbalism, just like the ones we have for curiosities and food.
Xcom wrote:Most good things last only a short time
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Lunarius_Haberdash
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Re: Healing Items and the world

Post by Lunarius_Haberdash »

venatorvenator wrote:This is interesting.

How about one specific medicine for each type of wound, instead of the panacea of bandages etc?

Wounds are a major part of the game now, they even have their own char screen. It would be cool if we had to deal with them less generically (as we do now), and more like baking, for example.

A player can dream: a menu button just for herbalism, just like the ones we have for curiosities and food.
See, I was thinking more like: "Character gets a wound... Wound must be washed with some kind of cleansing agent (water works, infusion of (blank) works better, tincture of (x) works best).. If not cleansed or not cleansed well, can get infected, and will need to administer infusion of (blank) or poultice of (ingredients)... Once the infection is gone you can go back to the original healing agent, whatever that is.

In essence:
Wound =
Healing <- Cleansed <- Fresh -> Infected -> Gangrenous

Then of course.. Diseases. >.> Bats carry nasty dis-eases.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.

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