Thank you kindly, although this made finding potions easier (you always had two wound options to choose from) it was a real pain in the assjorb wrote:Forgot this
Added to OP.
- Fixed a bug by which the order of alchemical inputs could matter when determining the negative effects of elixirs. Keep an eye out for these types of bugs.
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Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: Game Development: Burying Roe
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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dagrimreefah
- Posts: 2648
- Joined: Wed May 25, 2011 3:01 am
Re: Game Development: Burying Roe
plus one
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Mr_Bober
- Posts: 579
- Joined: Thu Jan 31, 2019 8:51 pm
Re: Game Development: Burying Roe
This male / female difference opens up new avenues. I'm guessing males only drop horns. Do they also drop testicles, like domesticated animals do? Do female have a chance to drop Beast Unborn curios? If so, will season affect the chance?jorb wrote:Added "Roe Deer", a type of deer. Males with horns, and females without. Spawn in forests, and some grasslands.
Will this difference be added to other animals we already have like Red Deer, Wild Goats, Mouflons, and Moose? For those animals that don't have very obvious differences (other than size IRL), would different colours be added (like domesticated animals have)?
Will wild Aurochs only give milk (with a clover) if they are females?
Will there be a difference in armor, health, or damage done by male and female animals?
More importantly, would this finally allow us to pick which animals to tame, by knowing their sex before they are fully tamed?
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Austinh15
- Posts: 317
- Joined: Fri Sep 17, 2010 10:45 pm
Re: Game Development: Burying Roe
Finally, my fight is over. I may rest.jorb wrote: Fixed a bug by which the order of alchemical inputs could matter when determining the negative effects of elixirs. Keep an eye out for these types of bugs.[/list]
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Xoatl
- Posts: 104
- Joined: Sun Jan 30, 2011 9:54 pm
Re: Game Development: Burying Roe
I'm sure many will disagree with me but I think from a purely rational basis quest stones should only be gildable to jewellery (and necklaces should be gildable) while quest leaves should only be for clothes (non jewellery).
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Sollar
- Posts: 561
- Joined: Wed May 26, 2010 2:53 pm
Re: Game Development: Burying Roe
Apparently I cannot inspect a dead walrus for quality. Is this a bug coming with last patch?
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TheUltimateC
- Posts: 57
- Joined: Sat Jul 28, 2018 10:30 pm
Re: Game Development: Burying Roe
Which nab misspelled kito, lol :pjorb wrote: [*] Nerfed "Go for the Jugular" by switching one of the opening it gives to not be self-reinforcing. Now gives 15% "Cornered" (red) and 10% "Reeling" (yellow) rather than 15% "Off Balance" (green), and 10% "Cornered". Nerfing was insisted upon by certain parties, but I truly do not know if needed, or good. Feel entirely free to talk me out of this and into other changes.
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XXPX1
- Posts: 22
- Joined: Sat Apr 12, 2014 1:10 am
- Location: United States
Re: Game Development: Burying Roe
Thanks for the update 
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r0ck4ev3r
- Posts: 282
- Joined: Tue Mar 13, 2012 10:30 pm
Re: Game Development: Burying Roe
When using non gems in rings you still get the "only gems..." popup but can still gild.
"Don't just have an idea- have all of them." ~ Niv-Mizzet
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xingqishi
- Posts: 1
- Joined: Mon Oct 03, 2022 4:19 am