world 8 update wrote:Curiosities now have varying amounts of Wear, meaning that they can be used several times, losing one point of wear per use. Curiosities thus no longer use compound quality to determine their effectiveness, but rather: Substance increases the amount of Wear the item can take, Essence affects the amount of LP given per study cycle, and vitality reduces mental weight, approaching a reduction to half of base. The amount of LP given also scales linearly with the amount of wear left on the item, meaning that items give less LP per study iteration the more worn they are. Not at all sure if the amount of wear each curiosity has been assigned is at all reasonable, so feel free to suggest changes.
If we keep having "fast time" worlds, re-implementing some version of this might be cool.
Since we no longer have triquality (rip), maybe "wear" should apply naturally to some crafts by default.
The equivalent of "substance" could also just be another invisible world node alongside quality.
ex.
- one local swamp has q20 dragonflies with q10 substance, so they only have 2 wear.
- another local swamp has q10 dragonflies with q30 substance, so they have 4 wear.
This could make foragable curios more valuable
This would serve to lightly mitigate the chore of keeping the study filled in a faster world

