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shubla
- Posts: 13041
- Joined: Sun Nov 03, 2013 11:26 am
- Location: Finland
Re: Game Development: Indicator Thyme
Is it a mere coincidence that you added this fox hat now, or is it related to some somewhat recent events?

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
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samogonwik
- Posts: 11
- Joined: Sat Sep 21, 2013 4:54 am
Re: Game Development: Indicator Thyme
OMG
now i cant login, allways #Haven error!#
this fucking new plant
someone have this problem too?
now i cant login, allways #Haven error!#
this fucking new plant
someone have this problem too?
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Indicator Thyme
Should be fixed now.samogonwik wrote:OMG
now i cant login, allways #Haven error!#
this fucking new plant
someone have this problem too?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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KitsuneG
- Posts: 407
- Joined: Sat Mar 20, 2010 10:02 pm
- Location: Russia
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Dakkan
- Posts: 666
- Joined: Thu Dec 12, 2013 2:58 am
Re: Game Development: Indicator Thyme
Why not just add new foragables that are really nice?loftar wrote:Mostly for realism reasons, to be honest. We have other ideas to try and make foraging more important, but we didn't get to that this time.Dakkan wrote:If you wanted to make foraging important again though, why make these new spices pottable? Not that foraging has any reason to be a real profession, unless you have blueberries in your eyes.
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springyb
- Posts: 695
- Joined: Wed Feb 03, 2010 11:39 am
Re: Game Development: Indicator Thyme
Spiders are not bugs 0/10jorb wrote: [*] Itsy Bitsy Spider
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Dakkan
- Posts: 666
- Joined: Thu Dec 12, 2013 2:58 am
Re: Game Development: Indicator Thyme
springyb wrote:Spiders are not bugs 0/10jorb wrote: [*] Itsy Bitsy Spider

If you want to be picky you should at least be picky about the fights you pick.
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KwonChiMin
- Posts: 409
- Joined: Fri Mar 05, 2010 7:11 pm
Re: Game Development: Indicator Thyme
to boost forage relevance - why not make questgivers reward "+quality to nearby smth" (that is considered bullshit by everyone making quests) not a separate but an additional to character related rewards? It could be every time you receive a reward or a chance bonus (depending on your view on progression speed).
Thus you upgrade wildgrown forageables as world progresses and make quests more attractive not only to power-players but to everyone making quests. Also you get more people out of bases.
Oh, and yes, good patch.
Thus you upgrade wildgrown forageables as world progresses and make quests more attractive not only to power-players but to everyone making quests. Also you get more people out of bases.
Oh, and yes, good patch.
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sabinati
- Posts: 15527
- Joined: Mon Jul 13, 2009 4:25 am
- Location: View active topics
Re: Game Development: Indicator Thyme
I CAN'T BELIEVE YOU HAVE CHANGED X, STUPID DEVS REEEEEEEEEEEEEE
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Dakkan
- Posts: 666
- Joined: Thu Dec 12, 2013 2:58 am
Re: Game Development: Indicator Thyme
Oh yeah, REEEEEEEEEEE!!!!sabinati wrote:I CAN'T BELIEVE YOU HAVE CHANGED X, STUPID DEVS REEEEEEEEEEEEEE
I only have a single road to test the road weariness change, it is from the beginning of the world, and it's broken after 2 signposts. Costs 1%, which is still too high to bother. I'm usually at 100% because I hearth to my hearthfire regularly.
I really hated how polluted the world became with roads last world, but this world seems like the opposite extreme.