valeriesusanne wrote:I'm confused, too. Do you build a crop circle? How? Or, how are they generated?
You can build them, quite simply.
valeriesusanne wrote:I'm confused, too. Do you build a crop circle? How? Or, how are they generated?
jorb wrote:Added "Crop Circle". A Crop Circle increases the local Quality Cap for all crops by a base of 10 points, modified by the quality of the salt and leaves used to build them. Crop Circle effects stack, and you can build more than one. Crop Circles disappear in the winter.
loftar wrote: All crop types (rather than being specific for, say, the barley quality cap or similarly). The radius is fairly large, roughly 15 minimap grids or so, but decreasing from the center towards the edges.
Artemiswhb wrote:Let's add bandaids on top of a system that's literally a bandaid for a broken underlying system. When does the bandaid-ception end!?
MrBunzy wrote:Seems like a system that only the top 2 or 3 quality pushing groups would ever interact with, is there another reason behind it?
MrBunzy wrote:This seems significant, can we get more than a 2 sentence explanation? From what I can gather, you're shifting the quality cap on crops from being randomly decided by location, to being capped by the amount of salt and heartwood that can be invested into these new structures. Seems like a system that only the top 2 or 3 quality pushing groups would ever interact with, is there another reason behind it?
Nizuto wrote:Have people ever reached quality cap on crops to begin with? I don't think I heard anyone complain about it.
OrionChocoKot wrote:Why are you wont add archery infrastructure like - faster or bulk arrow crafting, marksmanship stance(or even moves) any way to increase ql of bows because they slacking behind in ql in comparison with melee weapons and other just simple qol things to finish adjusting?
Users browsing this forum: Claude [Bot], Python-Requests [Bot] and 60 guests