1. Did I understand correctly that if I give a random person my hat (For example, through a regular trade or by throwing it on the ground, or this person will take it off, for example, a mannequin) , he can wear it for an unlimited amount of time (week, years, before new world) until I return the hat to myself through my Hearth fire?
2. The hat will be given to the person who has it in their inventory or on their head after 24 hours ONLY if I marked it for transfer with the "Relinquish ownership" button? I want to make sure that I can throw my hat away and someone random can wear it for a while until I return it via my hearth fire. It's sounds really cool
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guterpop
- Posts: 48
- Joined: Sun Mar 12, 2017 4:11 am
Re: Game Development: Listed Wound
For once a W update for the common hermit and not the people who make playing this game a pain, Good job Jorb and Loftar!
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KwonChiMin
- Posts: 408
- Joined: Fri Mar 05, 2010 7:11 pm
Re: Game Development: Listed Wound
aaaand there goes our knight in shiny armorDonVelD wrote:People will instantly die now instead of trading a hat for survival, but thats just the consequence, good updoot
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sabinati
- Posts: 15527
- Joined: Mon Jul 13, 2009 4:25 am
- Location: View active topics
Re: Game Development: Listed Wound
great update
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Luno
- Posts: 399
- Joined: Fri Feb 04, 2022 3:10 pm
Re: Game Development: Listed Wound
death or glorySnuggleSnail wrote:
I don't understand why the siegecraft skill is in the game tbh you clearly don't want sieges to happen ever
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Detharon
- Posts: 113
- Joined: Sat Mar 26, 2011 2:16 pm
Re: Game Development: Listed Wound
Good changes. Being able to wear hats that I don't own is a nice addition.
The "hat or die" should be gone now, but the killings of sprucecaps won't stop. It's a larger issue that once you're a part of the dominating alliance, there's absolutely no risk or any downside of keeping the murder on all the time and killing everyone around.
At least in the old Haven the distance was an issue, and there were some remote areas that people didn't care to visit. Thingwalls make any part of the world pretty accessible and it's a matter of time when the population drops to a stable max 200 per day.
The "hat or die" should be gone now, but the killings of sprucecaps won't stop. It's a larger issue that once you're a part of the dominating alliance, there's absolutely no risk or any downside of keeping the murder on all the time and killing everyone around.
At least in the old Haven the distance was an issue, and there were some remote areas that people didn't care to visit. Thingwalls make any part of the world pretty accessible and it's a matter of time when the population drops to a stable max 200 per day.
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Robertzon
- Posts: 1481
- Joined: Mon Jan 03, 2011 11:51 pm
Re: Game Development: Listed Wound
welcome back, good update
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SuSavage
- Posts: 51
- Joined: Sun Jan 23, 2011 5:02 pm
Re: Game Development: Listed Wound
Thanks for the good update!
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Malyglut
- Posts: 12
- Joined: Tue Jan 24, 2012 7:49 pm
Re: Game Development: Listed Wound

Pretty sure I need more than just a Clay Jar to treat this bad boy.
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DonVelD
- Posts: 1913
- Joined: Sun Jun 11, 2017 12:37 pm
- Location: @ your fenced base W/ a boar
Re: Game Development: Listed Wound
idk if this was a jab but i said its a good update, if you consider the regular hermits perspectiveKwonChiMin wrote:aaaand there goes our knight in shiny armorDonVelD wrote:People will instantly die now instead of trading a hat for survival, but thats just the consequence, good updoot

