Wildfood

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Wildfood

Postby Etherdrifter » Sat Jun 08, 2013 9:06 pm

Surprised I had not seen this before (I did search)

A set of foragables that provide a small amount of feps alone and a large amount when cooked with farmed items.

diff = perception*explore needed to find ("Base level" chance to find)

Anise Cap (Forests uncommon) 2 per, 1600 diff
Horn Of Plenty (mushroom) (Forests uncommon) 2 con, 1 str, 1500 diff
Honey Fungus (Forests common) 1 hhp, 2 dex, 860 diff

Nettles (same as before), 2hhp, 1 con, no change to diff
Blackberries (Planes common) 1 dex, 10 diff
Horse-Radish (Planes common) 1 str, 500 diff
Watercress (Shallow Water common) 1 char, 300 diff
Chickweed (Planes common) 1 agi, 360 diff
Borage (sweet) (Planes uncommon) 2 char, 1100 diff
Thyme (Planes & Forest common) 1 per, 900 diff


2 example recipes :

Berry Delight : 0.5 milk, blueberries, blackberries, 4 int, 4 dex, 2 char

Nettle Stew : Nettles, Carrots, Onion, 5 per, 2hhp, 2 con
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Re: Wildfood

Postby Taxaso » Sat Jun 08, 2013 9:26 pm

Grass : 1HHP
:/
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Re: Wildfood

Postby SuperNoob » Sat Jun 08, 2013 10:13 pm

instead of adding a bunch of new things why not add FEP to items you can forage and eat already that don't have any? would be great to get FEP when eating taproots...
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Re: Wildfood

Postby krikke93 » Sat Jun 08, 2013 10:23 pm

SuperNoob wrote:instead of adding a bunch of new things why not add FEP to items you can forage and eat already that don't have any? would be great to get FEP when eating taproots...

Most of the foragables who can or could be eaten irl already have fep in HnH. Taproots are generaly pretty bad to eat irl, that's why it doesn't give fep, maybe should give hhp.
Also, cave mushrooms could be added to have fep and nettle as the OP suggested. Overall I think these ideas are pretty neat, I'd love to see wild foragables get mixed up with farmed more ;)
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Re: Wildfood

Postby dragonxkai » Sun Jun 09, 2013 2:07 am

So less random 'item placement' and instead have taproots spawn under trees at a random chance?
This means item spawning would be less on generation and more on chanced foraging on nodes?

Think mining, except now its used on a berry bush.
Stamina and hourglass goes off rapidly based on Dex, and findings of multiple berries depends on your per*exp...
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Re: Wildfood

Postby overtyped » Sun Jun 09, 2013 5:58 am

Etherdrifter wrote:Surprised I had not seen this before (I did search)

A set of foragables that provide a small amount of feps alone and a large amount when cooked with farmed items.

diff = perception*explore needed to find ("Base level" chance to find)

Anise Cap (Forests uncommon) 2 per, 1600 diff
Horn Of Plenty (mushroom) (Forests uncommon) 2 con, 1 str, 1500 diff
Honey Fungus (Forests common) 1 hhp, 2 dex, 860 diff

Nettles (same as before), 2hhp, 1 con, no change to diff
Blackberries (Planes common) 1 dex, 10 diff
Horse-Radish (Planes common) 1 str, 500 diff
Watercress (Shallow Water common) 1 char, 300 diff
Chickweed (Planes common) 1 agi, 360 diff
Borage (sweet) (Planes uncommon) 2 char, 1100 diff
Thyme (Planes & Forest common) 1 per, 900 diff


2 example recipes :

Berry Delight : 0.5 milk, blueberries, blackberries, 4 int, 4 dex, 2 char

Nettle Stew : Nettles, Carrots, Onion, 5 per, 2hhp, 2 con


No, because then you'll have the same clusterfuck of shitty foragables like in salem, and we all know how that went.
Less is more.
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Re: Wildfood

Postby neonfi » Tue Jun 11, 2013 5:57 pm

overtyped wrote:No, because then you'll have the same clusterfuck of shitty foragables like in salem, and we all know how that went.
Less is more.

although i agree with this i'd still like to see nettle tea.
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