Ostentatio

Developer
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Everything posted by Ostentatio

  1. PMK graphics being removed does not require a code change or any update to the server or client software. There wouldn't be a patch note because there isn't really a patch at all. Also, the reason Capybara Sultanate are doing the explaining is because the PMK graphics were removed at their own request.
  2. I'm not even remotely Polish but it is simply not in my nature to say no to pączki
  3. @Emoo When is each log from? Do you have an exact date? Also, what servers were you on at the time?
  4. Sorry, I think we're on the same page here but there's a misunderstanding. The action was either allowed at the time or not, and the amount of items you got was solely determined by tile type and grass length.
  5. As I said previously, yes, it does. This was not the case in the old system, and is not the case in the new system either. In the old system, a tile could either be foraged (or botanized) or not; it didn't matter how long past that point you waited. Resource nodes are the same way, in that once they appear, they will not continue to "grow" in any sense.
  6. Many of them are very similar in difficulty. At your skill level (upper 90s I think?), it's pretty likely that they're all falling into the same category because your skill level is so much higher than their difficulty when alcohol isn't involved. The difficulty estimates are definitely enough to optimize skill gain, at least. Pretty much anything in the "somewhat hard" range will be close enough to optimal that more precision wouldn't help that much. Enchantment decay works the same as it would on any tool, so rarity matters as much for foraging as it does anything else.
  7. If you use the "Lore" action on a resource node, you will get an approximation of how easy or difficult the resource node is.
  8. I'm honestly not sure what you are referring to here. What kinds of clusters?
  9. The old foraging and botanizing item pools were larger than the item pools for any particular resource node under the new system, and by a pretty large margin. Please refrain from posting misinformation in official threads.
  10. We've announced that and a few other upcoming tweaks in a news post:
  11. We have stated several times, in multiple places, that collecting snow is not affected in any way by any skill. Please stop posting misinformation to this thread.
  12. Skill gain (for a given action of the same length of time) is the exact same in the new system as it is in the old system, when enchantments are not involved.
  13. Just to clarify this, collecting snow does not depend on any skill, in any way.
  14. For what it's worth, this is not true. One reason for the public testing period has been to get feedback on resource node availability, which would be undermined if conditions didn't at least roughly reflect what they will be on the live servers.
  15. I don't know where Tristanc got this impression, but it is not true.
  16. Old questions, but I think I missed them so I'll answer them now: Monster Camp nodes use Foraging skill and have an odd assortment of goods you might expect trolls or goblins to have where they've set up shop (or that they've snatched from unsuspecting humans). They will be pretty uncommon in practice, since they only show up when trolls and goblins spawn from their spawner items. Archeology hasn't been touched in any way by this update. Rarity chance is still based on the player's rarity window and hasn't been changed, so it should work fundamentally the same as it did in the old system. Same for rare coins. There is a village setting now to prevent the spawning of resource nodes within your settlement, as long as you have a spirit templar to act as groundskeeper.
  17. Rolling a failure reduces the quality (instead of adding some, which a success does) and gives some damage to the resulting item. This is intentional.
  18. This was never stated as the intention behind the resource nodes update. In fact, the resource nodes update makes it easier to find more resources in more locations, especially important raw materials such as clay.
  19. Nodes spawning or despawning is not affected in any way by player presence of lack thereof. Not sure what you mean by "in bundles", would you mind clarifying?
  20. Most resource node types won't appear on crops, but resource nodes don't really have any effect on the tile anyway, so you would be fine.
  21. I managed to get a Meditating affinity by meditating. I cannot express how lucky I must have gotten, considering the chances.
  22. We'll have patch notes when the feature is released. As for your questions here: Skill gain works essentially the same as it does for current foraging/botanizing actions, aside from the influence of gloves. Gloves do not take damage.
  23. The vast majority of items are not limited to a certain skill level, and the quality output isn't very far off from the old system, being mostly determined by your current skill.
  24. The new system is not more dependent on environment. Snow piles can form on any tile above water.
  25. The truth is a little more complicated than that. In the current system, whether or not snow can be collected on a tile is completely invisible until you try. There's no visual indication of whether or not snow has "built up" on the tile since Winter has started, or since the last time snow was collected, and gathering snow was completely impossible on some tile types. Snow availability is more visible in the new system, not less visible. The remaining issue is simply whether or not people can gather the snow that they need. I understand that the snow-covered visuals may give an impression that snow is available where it isn't, but that is the case with the current system as well, and "no, you need to look for an actual snow pile on the ground" is an easier answer than "spam the action on more tiles or wait a few more days, then spam the action on more tiles again". Snow is also available at times it wasn't before, such as early Spring before the existing snow piles "melt", and at higher altitudes year-round.