Questions from Discord - Ongoing Thread

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Kiyaani
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Re: Questions from Discord - Ongoing Thread

Post by Kiyaani » Tue Sep 03, 2019 10:54 am

Going for something a little different this time around as people are asking more questions about crafting and skill processes that either may not have helpfiles, or may need further explanation. Some of the answers below are from players - go team!

General Skill:

Q: So can I just dump skill into something for as many points as I have? Where does practice come in?
A: You can only have a skill up to 25 above your practice level. So you'll have to practice it up. Combat skills are limited further than other skills and only allow you to currently apply 10 points per level. Others are limited only by available skill points to spend and the practice level attained.

Q: Can a physiker use therapy on themselves?
A: No. Just as real therapists would need to see another therapist for treatment.

Q: Would lore and linguistics help read runes, or mostly languages?
A: Arcana for arcane diagram glyphs, if that's what you mean. Those you find out there that aren't part of circles on the ground might be language or lore.

Animal Husbandry:

Q: How does one practice animal husbandry?
A: You need farmland, fencing, and an animal shelter for the animals you want. It takes some setup to get going, then you get practice from shearing sheep and milking cows and stuff like that I believe. I know Toxtli has been helping farmers get started by building the things they need.

Q: Wait but what if you already have farmland/ do you need to get a separate one?
A: You can use the same land to both grow crops and raise livestock as long as you have the proper facilities to house the animals and fencing to keep them in. It should be noted that structures for animals will take up space on the farm and may reduce the maximum crop field size you can make. There may be plans to extend farms later on to help mitigate this.

Q: Where does one get animals for their farm/ranch?
A: You can get animals the same place you rent your land from - Town Hall Department of Agriculture. When you purchase an animal there it will automatically be sent to your farm. It should not let you get animals you don't have facilities for.

Mining/Smelting:

Q: The BBS said we smiths didn't need to shape bars anymore, so how does this apply to recipes that need bar thins/shorts?
A: Molds will have a limited number of uses soon(tm). Please report any recipes that still require thin/short/wide/long bars - they shouldn't anymore.

Q: I wanted to smelt some limestone iron and try metalworking, the recipe info is saying all sorts of bars though are needed, so what if my lil ingot aint got the guts to do the job? And isn't an ingot metallurgy? It says metalworking needed. So how can I tell which recipes are mold/worked?
A: You can cast an ingot if you have a mold, but you can also forge one from metal that doesn't cast well. Casting doesn't require recipes, because you're just pouring it into a mold.

Q: So instead of metalcast ingot, I'd type hammer bloom make pure? It'll make a bar?
A: You want to hammer it and make it pure before you work further with it, to get all the impurities out of the metal. Then you'll do hammer bloom make <recipe name> to make various things from it once you know the recipes. If you type HAMMER BLOOM by itself, you'll see all your options based on the recipes you know.

Q: What I'm confused by is some of the recipes look like they'd be cast, like forks or sling bullets?
A: They can be made either way. The recipes are for the hammered metalworking version. Casting doesn't require a recipe. A good way to tell is to note that the recipes you can learn there are under the "Metalworking" category, which is hammering/forging.

Q: So pommel, crossguards, grips, then the blade. they all sorta click together? Maybe the pommel is a bit fancy/uneeded for certain blades?
A: For sake of uniformity, we're assuming they all need a pommel.

Q: How do I single out traces from barrens at the market?
A: List search traces, list search trace of iron, list search traces of copper, etc.

Q: Where can I learn to make more advanced bladed weapons?
A: Advanced blades is an ability you can learn at the same place you learn metalworking recipes.

Q: I'm not understanding how to prevent pig iron. I bought a thin bar from the market to heat up and hammer and it turned to pig iron, but the wiki said it wouldn't overheat.
A: A bar of iron has already been processed from ore. Did you put it into the smelting furnace? That should only be used for extracting ore from powder. After that, put pieces in the forge to heat up. They should get red-hot in the forge, but not any hotter, and you don't have to pull bellows or anything for it - just wait.

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Kiyaani
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Re: Questions from Discord - Ongoing Thread

Post by Kiyaani » Fri Sep 06, 2019 12:13 pm

New thing that may or may not be a permanent change (especially as it's a lot more work for me) - Q/A will still be covered, but now some answers may include links to previous discussions/answers/articles rather than more elaborate explanations every time - especially if answers are player-provided or result in long discussion. This is not meant to discourage people from asking things freely in OOC chat, but with the population growing it's definitely getting harder to keep track. I want to make sure that people get "official" responses if they desire them while not limiting this thread to only things answered by Rias - though often, the player responses are spot-on anyway.

Please continue to utilize your peers, the wiki, and the forum's handy "search" feature. If I don't post your Q/A here, it may be because there was just too much to sift through and I missed it. It may also have been part of a longer discussion and so either condensed or left for what it was. If you feel there was something very important discussed in Discord that I missed, please make a post about it in whichever board is most relevant.

Thanks,
THE SCRIBE

No-question-related Answers:

*****

General Questions and Lore

Q: Oh so Rias, random question. If you have so many things to do, how do you ever decide on what to do first? Do you ever just look at the huge list of things to do, and stare indecisively?
A: I have a Trello list that's vaguely prioritized, but when players are actively talking about something that usually gets me wanting to do that. I'm easily manipulated. And other times I just get an idea in my head that's not on a list anywhere, and want to do it, so I do. I'm terrible at project management, but I like to think my passion for this project in particular and therefore rate of work makes up for the "chasing butterflies" effect at least a little.

User Interface and General Gameplay Mechanics

Q: Do you think the Barter-Town Outpost will make a return, or something similar?
A: Yeah, we can throw a few little barter opportunities in there. It was a little wonky, but definitely neat.

Q: Do pendants wear out after a time?
A: Yes.
Related links:
viewtopic.php?f=6&t=8&start=10#p451
viewtopic.php?f=9&t=154

Q: Why is it with esp, the grey thing is there/ Why not just "esp a white entity says" or "esp a silver-blue entity says" Why the random grey there? Just curious.
A: Grey is the ESP channel you're tuned to and broadcasting/listening on. You can potentially tune to other colored channels. Some organizations might have their own private channels. A neat Company (player-run organizations) service might be to pay a specialist to set them up with their own ESP channel.

Town Life and Travel

Q: So question. You know how when the game actually gets released, we're all being sent elsewhere and not Shadgard? Is that city much different from Shadgard? Can we go there now?
A: The only way to get there currently is to die. The city is a port town. (summarized)

Q: How will travel between Shadgard and Porto work?
A: The way I'm envisioning it is that there will be options. Travel the main route, which will be rather time-consuming, and possibly have a "no return for X amount of time" point so people aren't zipping between what are supposed to be very very distant geographic points. There may be various shortcuts or alternate routes based on skillsets: climbing, swimming, trading (exclusive secure merchant route!). And then an occasional option to take a stagecoach or ride along with a caravan where you essentially AFK a while and eventually end up at the other place - for a significant cost.

Q: How will Shadgard change?
A: Shadgard is going to be closed down for a while upon release (to force people to get used to Porto) and, when re-opened, will be significantly less well-equipped. More of an outpost and rest/trade point than a town with full amenities.

Q: If Shadgard is stripped down, why would people still travel there?
A: To get exclusive goods there, to trade, to use it as a local resting spot while visiting the various areas around it. And there are plenty of areas out that way with interesting things or important resources. Probably best to hang out in Shadgard for a few days while you gather than to travel all the way back and forth all the time. I'm hoping to have a few other little outposts out there for similar reasons: Trade route destinations for people with the Trading skill and acquisition of unique goods.

Q: So trade-routes will be a thing?
A: That's part of the reason for the various trade outposts. For doing little trade routes like that. And capitalizing on various tragedies and emergencies to sell scarcity items at a massive, extortionary profit. And of course there's going to be the one eccentric adventurer/trader who only speaks a weird language that has to be learned via the Linguistics skill but sells super rare ingredients and components and scrolls and the like.

Skills, Professions, and Crafted Items

Q: Why are my crops withering? How does the farming system work with seeds?
A: It may have been a crop that didn't grow well in the current temperature conditions. Some crops will grow in the cold season, others in the warm season, others in-between. When you EXAMINE or ORDER a seed and you have some Farming skill, it'll say which conditions the plant will wither, stagnate, grow, or flourish in. And by the way, there are some fantastically hardy plants that do grow in the dead of winter freezing conditions. So farmers don't have to suffer any downtime just because of some pesky cold.
Related links:
viewtopic.php?f=21&t=65
https://cogg.contrarium.net/wiki/index.php/Farming

Q: How do I know if my mining skill is too low to find iron traces?
A: You'll find some eventually, you just need to mine through all the barren stone first.
Related links:
https://cogg.contrarium.net/wiki/index.php/Mining

Q: If my bloom isn't hot enough to hammer, do I reheat it in the forge or the furnace?
A: Forge. Then it's guaranteed to get red-hot but not go molten (and turn into pig iron). Forge will never heat anything beyond red-hot.
Related links:
https://cogg.contrarium.net/wiki/index.php/Metalworking
https://cogg.contrarium.net/wiki/index.php/Metallurgy

Q: How do I get rid of impurities?
A: You always want to hammer impurities out of a new bloom. Hopefully it was originally heated in the furnace with a lump of charcoal. Otherwise it's pretty much a lost cause to hammer out impurities. You can still use impure iron, it just won't end up a good product. Still can get experience and practice from it, though, in case you ever accidentally forget.
Related links:
https://cogg.contrarium.net/wiki/index.php/Metalworking

Q: Is armor forging going to be a separate skill?
A: Just specific armor recipes, I think. Maybe an ability to put some of it together? I don't know

Q: I wonder, is there a place one can buy, an animal shed, or must it be built by a kind soul?
A: Kind soul required. Plans to eventually allow for lower-capacity versions to be built by NPCs that can then be fixed up to full capacity by a PC builder, just because we don't want to invalidate those who have invested points into Construction.

Q: Will it be possible to decorate handcarts and/or wagons with things to personalize them? (Suggested options: Skulls human/animal, antlers, furs, lanterns, skull lanterns, painted with designs/colors, strings of teeth/ears, strings of flowers/herbs, tree boughs, traditional frontier decor, etc.)
A: You can hang lanterns on them. I should make skulls work, too. I'm generally of the opinion that skulls are super tacky (hence the skull store I made on CLOK that was not-so-subtly mocking the whole skull fetish thing), but skull lanterns are at least practical.

Q: Can we get headwear with antlers on it?
A: Ooooh, and it grants a bonus to anyone using a grapple-like ability on you! [Not actually answered, but I do appreciate this idea].

Q: Can people craft pendants?
A: Nope, but they're found often enough in loot that there should be a pretty steady supply as long as people sell them (why wouldn't they?). Unfortunately not every occult secret in the world can be cracked as easily as "I have 700 arcana skill and examine the item to see how it works to reverse-engineer it." The occult is called that because it's generally not well-understood. There's already a supply coming in through people finding and selling them, so I think we'll be all right. Crafting is a huge part of this game, and one of the founding design goals. That said, I reserve the right to deny the crafting of certain types of items. And there's something to be said about some nifty items being solely acquired and provided by means other than crafting. Having the pendants be non-craftable means treasure hunters have a type of item they can rely on for an income, rather than production being taken over by crafters.
Related Links:
viewtopic.php?f=6&t=8&start=10#p451
viewtopic.php?f=6&t=8&start=10#p495

Q: Can pendants be customized at least?
A: Customization, yes. Crafting from scratch, no.

Q: Can you raise language skill?
A: Not yet.
Related links:
viewtopic.php?f=6&t=228#p697
viewtopic.php?f=6&t=8&start=10#p451
viewtopic.php?f=6&t=8&start=10#p703
Character Creation

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Guilds, Societies, Companies

*****

Combat-related Mechanics

*****

Arcana and Glyphs

*****

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Kiyaani
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Posts: 59
Joined: Mon Sep 04, 2017 3:16 pm

Re: Questions from Discord - Ongoing Thread

Post by Kiyaani » Tue Sep 10, 2019 4:08 pm

No-question-related Answers:

*****

General Questions and Lore

Q: Are Dunwyr are a thing in Cogg? Dwaedn are a thing apparently.
A: I tried to say Dwaedn weren't a thing in COGG, but then Bjorn threatened to throw me off the mountain. Dunwyr are also a thing, yes.

Q: Druidry was genuinely one of my favorite systems on Clok. The commune mechanics, we're among my absolute favorite things. Will that change in COGG?
A: The commune thing was super cool. Very neat way to tie the druidy community together. It'll definitely be around in a very similar form. Considering how some of the druidy stuff works, though, I'm imagining many druids benefitting from sanity therapy. Communing with the inhuman does things to you.

Q: Do tuning crystals still exist?
A: Tuning crystals aren't a thing anymore. You buy a channel attunement as a service, and the duration for that is temporary. It was a cool thing, but it came to the point where most people didn't trust their own networks because they knew some derp would hand out tuners to whoever.

Q: Wait, so the technology for crystals are a well known enough thing that they don't need an arcanist/warlock to do this sort of stuff?
A: he tuning is done by members of the Twilight Eye organization, whom are top-tier with pendant lore. Hence "A Twilight Eye representative hands you a catalog ..." I feel like putting the ability to do tuning into the hands of PCs would be just as bad as the ability for people to buy and hand out tuners.

Q: So there won't be any private channels?
A: I'm sure we can make that happen somehow.

User Interface and General Gameplay Mechanics

Q: Is there an easy way to collect your things from your corpse if you die?
A: You should be able to just "get x" to get it from your corpse. I realize the retrieval of items from one's corpse is being tricky at the moment, trying to figure out a good fix for it

Q: What's the command to brand items you've made?
A: The MODIFY command, specifically MODIFY BRAND.

Q: I love that an occultist's signature is essentially their ESP color. Is there a cooldown for changing colors?
A: No, but I plan to add one.

Q: If my character's sanity is extremely low, will it still go away with time?
A: The more extreme levels of insanity don't go away on their own.

Town Life and Travel

*****

Skills, Professions, and Crafted Items

*****

Character Creation

*****

Guilds, Societies, Companies

*****

Combat-related Mechanics

*****

Arcana and Glyphs

*****

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Kiyaani
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Posts: 59
Joined: Mon Sep 04, 2017 3:16 pm

Re: Questions from Discord - Ongoing Thread

Post by Kiyaani » Thu Sep 19, 2019 3:54 pm

No-question-related Answers:

*****

General Questions and Lore

Q: Do we have Outriders here?
A: In the lore, yes. Also keep in mind that a lot of Shadgard is still in its outdated form, and we won't be staying there much longer.

Q: When the reset happens will I lose my items?
A: There won't be an item reset. Just current skills (not practice levels), and guilds/classes. P.S. Not to say I won't reset something else if I realize it's necessary, but I can't think of anything else that would need resetting. In the case of having lockpicks after a guild reset, they'd be useless to someone without the skill to use them, so I think that's okay.

User Interface and General Gameplay Mechanics

Q: Can anyone make a campfire?
A: Yes, campfires are no skill required.

Q: Does morale do anything yet?
A: It acts kind of like luck. Higher levels can let you take the better of two rolls on a skill check. Lower levels can similarly make you take the lesser of two rolls. It's a fairly subtle though, so no need to worry too much about it if you find it bothersome to maintain.

Q: How do I check who I've allowed on my farm and find syntax for adding and removing access?
A: The access command.

Town Life and Travel

Q: Do items eventually clear from the general MARKET if they're not purchased after X amount of time?
A: Excess is cleared down to a point.

Skills, Professions, and Crafted Items

Q: Are there no qualities so far other than terrible and average?
A: Correct.

Q: Is construction trainable right now?
A: Yes, it's in the sawmill.

Q: What can construction actually DO right now? Can you build buildings, or...?
A: It's primarily used for making farmland stuff. Fencing, animal shelters, etc. Also furniture. That [buildings] would still fall under construction, but I'm not sure how much I want to allow as far as making actual buildings. I always worry about the "town is uncool" effect when it comes to player building. Then we have the too-many-towns-and-hamlets effect again, times ten. Everyone being scattered out across the land instead of kept together and interacting in a hub.

Q: Can you get by being constructive with only Masonry? If Construction can make buildings. I want to mainly be involved with building things that are stone. I'm not looking to get into being a lumberjack.
A: I plan to add stone fencing and shelters as well.

Q: You can also do handcarts with construction, I think?
A: Yessir.

Q: There an expected timeframe for how long we could expect bees to arrive after putting some beeswax into a new beehive?
A: It's chance-based over time. More is better - more beeswax/honeycomb means greater chances of attracting a scout. I should put a cap on it, though, so bad luck doesn't leave you beeless forever.

Q: Is there a place to buy hinges other than the market?
A: No. Someone go poke all the metalworkers to stock up the market! Making hinges may not be the most glorious work, but it's in demand.

Character Creation

*****

Guilds, Societies, Companies

Q: What kind of druid scholars are these going to be?
A: As far as their feel and place in the scholar guild, they're probably going to be the more active and adventurous types. Their whole thing is the wild world of nature, so I figure they get out in it as much as possible, unlike the other scholar classes which are more than happy to be sitting in a dark chamber surrounded by musty books. Kind of like how Rangers are to Adventurer. For adventurers, they're the most apt at combat and likely to be out in the danger zones. Druidy scholars will similarly be more kind of geared to dealing with the dangers out there in the wild. Not that there can't be some who are more comfortable sitting around in the relatively placid places and not particularly fond of physical activities and exertions, but they'd be the less common type.

Q: Is scholar the only way to get druidry?
A: No, but that'll be the main way to get the widest array of druidy powers. Still deciding on who else to give druidy things to. Rangers, most likely. Maybe a few for socities, like Dwaedn Wyr for example. But I don't want societies to be "join up to get a bunch of cool powers" groups, so they may just get a few focused things.

Q: Will other druidic type societies like Dwaedn Wyr-types have access to commune?
A: Oh yeah, I'd love them to have Commune.

Q: Did you decide for sure if Rangers will get druidry access?
A: They will! Just not as much as the Scholar druid class.

Combat-related Mechanics

*****

Arcana and Glyphs

*****

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Kiyaani
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Re: Questions from Discord - Ongoing Thread

Post by Kiyaani » Wed Oct 02, 2019 11:04 am

No-question-related Answers:

We're back in Porto! There should be in-game messaging explaining.

General Questions and Lore

Q: Are there lanterns?
A: Not yet.

Q: Will I be able to write books and publish them in-game?
A: There'll be a means of submitting material to the library, so you can write up your own stuff and put it there for others to read. But you have to get past the picky quality assurance process first!

User Interface and General Gameplay Mechanics

Q: How do we get paid from consignment at the market?
A: If someone buys what you've consigned, you'll be prompted every time you pass through to CHECK on what you've put up for sale. Doing so will tell you what's sold and you'll collect the money.

Q: Is there a sorta 'my' syntax available to help with targeting?
A: "My" should work for targeting syntax. [If it isn't, please bug it.]

Q: Is there a way to buy multiples of an item, or do i just buy it then order it again?
A: If you type ORDER by itself, it'll give you an example of quantity ordering. Syntax is ORDER <item> QTY <#>.

Town Life and Travel

Q: Out of curiosity, is there an area with forageable grass near Porto and I just haven't surveyed in the correct places, or is that still in transition?
A: Oooh, forageable grass for feed. Hrm. Not yet.

Skills, Professions, and Crafted Items

Q: Are cutlasses one handed or two?
A: Uno.

Q: So the 20/200 for the cutlass recipe, that's 20 recipe points but 200 skill yeah? Then why is dagger blade in dark red with 15/0?
A: You need to be learned in ye old mysticalle artes offe blaydesmitherery. (Need to take the Advanced Blades ability).

Q: Do molds break after multiple uses?
A: Not yet.

Q: So, metallurgy, since it's a pour n play, how does skill affect the results?
A: Smelted items are average at best. Downside to EZ mode mass production. Plus side of the skill - you can potentially whip up some nice alloys and/or materials with special properties. Special metals are something I'm very excited to implement. We'll have plenty more than the mundane metals + celestium.

Q: How do I brand my crafted tool or weapon if it has multiple components?
A: When making tools/weapons, brand the blade/head of the item before putting it together. I have a to-do item to make this possible after putting it together in case you forget, but for now you have to do it before.

Q: Can ropes be tied off to assist other climbers on this, Rias?
A: "On this" being on this game? Yes, ropes can be tied atop a climb as long as there are trees or another type of anchor in that room to hang them from. Then people below can scamper up (or down) the rope with more ease than climbing that sheer cliff. The rope does take stress each time it's used and will eventually break, though. So don't think you necessarily have to invest a ton into climbing - as long as you can fight off the lone wolf syndrome and get the courage to ask someone else to climb and lower a rope for you.

Q: Will rope ladders also be a thing for those who are weak and cannot climb a regular rope?
A: Rope ladders, yes. They'll be more resource-intensive to make, but very handy for that no-skill-required climb. Disclaimer: Won't work for every single climb ever.

Q: Can you tell us anything else about potential druidry abilities?
A: I didn't mention it in the post, but I also have a lot of uh ... semi-shapeshifty stuff in mind. No turning into wolves or bears or anything, but various temporary body modifications to emulate certain useful animal properties is a big part of how they get their "buffs". And going overboard with such things will be bad. Maybe don't turn yourself into a horrendous patchwork mutant. It's not good for the body nor the mind.

Character Creation

Q: Do our tattered beginner clothes (which are wool) still keep us warm or do we need to replace them right away with new pieces?
A: They're not any less warm. Though it's getting colder, so I really should add those clothes that were suggested.

Guilds, Societies, Companies

Q: What will the crafting guild be like? What kinds of abilities might they have to benefit joining that over another one?
A: Crafter guild ability example: "Heigh-ho: Sing a jolly mining song while you pick away at stone for an increased chance to dig up diamonds by the score, a thousand rubies - sometimes more." P.S. Not really. Craftytype guild will include convenience facilities and tools, access to some exclusive crafting recipes and methods, probably various Boring Bonuses to quality and the like. This isn't to say that you need to join this guild to do any crafting at all. You can still be a swordsmith if you invest the points into the right skills while being in the Warrior, Adventurer, or Scholar guild. You'll just miss out on some exclusive extra-spiffy stuff. Just like you can take basic combat skills and abilities and still fight, without being in the Warrior guild.

Q: Will physickers be able to cure poisons and deal with herbal remedies?
A: Yeah, herbs will be a significant part of various cures and tonics and whatnot.

Combat-related Mechanics

*****

Arcana and Glyphs

*****

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Kiyaani
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Posts: 59
Joined: Mon Sep 04, 2017 3:16 pm

Re: Questions from Discord - Ongoing Thread

Post by Kiyaani » Mon Oct 14, 2019 6:12 pm

No-question-related Answers:

*****

General Questions and Lore

Q: Are you ever going to incorporate potentially dangerous forageables that are technically edible? Like mushrooms/etc. It'd be nice for instance to have very similar looking types of mushrooms that require Herbalism or Bushcraft to distinguish from things that'll make you sick.
A: 100% yes.

Q: Are there going to be more types of animals for farmers?
A: Eventually. I should bring around an Octum livestock merchant, with some less-common critters.

Q: How do you feel about repairs and the economy? Do you feel it's a way to keep skills relevant and riln flowing?
A: That's the hope! And hopefully people realize it's less to be an annoyance to them having to occasionally get their stuff repaired, and more about keeping crafters employed.

User Interface and General Gameplay Mechanics

Q: How do I get rid of all prompts or remove the compass?
A: OPTION 5. If it's easier to remember, you can do OPTIONS PROMPT and OPTIONS COMPASS.

Q: How do I buy more than one of a thing?
A: If you type ORDER by itself, it'll give you a syntax example for ordering quantities.

Q: How do you get the things you see when surveying out in the woods? Like this moss for example.
A: If it's a tree, you FELL it. If it's a plant, try FORAGE. P.S. If you're just interested in edibles, type FORAGE by itself without specifying. It'll look for anything that's obviously edible (berries etc.). The moss you found is not one of said edibles, unfortunately.

Q: How do I increase morale?
A: You can type HELP MORALE to see some examples of things that will help. The easiest would be: next time you log out, do so while lying in bed in an inn room, so when you log in next time you get a "comfy sleep" morale bonus. (There's a minimum time, so you can't just log out and right back in). We can also poke more physickers into being more active so they can give you motivation therapy.

Q: Does doing work depress your character?
A: You mean like doing crafting processes and stuff? No. If you type MORALE you'll see what has affected your morale recently.

Q: Will we be able to set a character's likes or dislikes to affect morale on a more personal level?
A: I've considered that, and it's been discussed a few times. Pool some ideas and post them on the BBS!

Q: Do I need a medic to get rid of frostbite?
A: Yeah, we'll have to prod some physickers to log in and take care of that for you. NPCs will take care of flesh wounds, but other stuff requires a PC.

Q: How do I see what the different terrain types mean?
A: You can use the ENVIRONMENT (or ENV) command to see them in more detail.

Q: How do I pay for more rent in advance?
A: You can just rent again. It'll add onto what you already have.

Q: If I run out of rent on my farm will I lose my stuff?
A: If you run out of rent, your stuff will all be there when you re-rent.

Q: Along with that, are animals capable of living longer periods of time while starving (just able to produce anything)? Just thinking about potential trips in the future where I can't be super attentive.
A: Yeah, animals don't die of starvation. They just stop producing stuff as you said, and will take a litlte while to recover their morale after being fed again.

Q: Is there a particular limit for livestock occupying a particular building, or a way to get rid of certain livestock without becoming the local butcher (which could be neat in its own right)?
A: Animal shelters do have a capacity. Hang on, I'll add that to the examine output. As for selling them - no way currently, but that's a good idea. To-doed!
***This has been done.

Q: If I want to keep things out in the wilds, is that possible without losing them to the janitor?
A: Hide some in various places for future use. Hunter's caches! P.S. You can HIDE <item> to hide it in the room, without having to hide yourself first. You can interact with hidden items that you can see mostly as normal, too, without having to retrieve them/pick them up. It'll reveal it to others in the room if you do, though. That includes doing something like hiding a barrel, and then stocking it up with stuff.

Q: How do I get my mailbox number?
A: Use the MAIL command or INFO.

Q: Can weapons and tools be dissasembled or something?
A: Not currently, but it's planned for future implementations of salvage and repairs.

Town Life and Travel

Q: Is charmseeking in?
A: Yes!

Q: Is charmseeking once per day?
A: Yep, once a day (per eligible room in town).

Q: Do I need a costume to charmseek?
A: Yes. There are several for sale in town.

Q: How do I charmseek?
A: Have an open container in hand, wear a costume, and type CHARMSEEK in any eligible room in town.

Q: The weaver workshop doesn't sell clothes?
A: No, it's just a workshop. Try typing LIST APPAREL at the market. And LIST DYE if you want to spiff up your clothes with nifty colors.

Skills, Professions, and Crafted Items

Q: Can I learn cooking yet?
A: Not yet.

Q: Where do I get farm fencing?
A: You'll need to pester a PC to build some for you. Posting on the marketplace board is a good way to get ahold of one. Don't forget to include your mailbox number so they can contact you.

Q: Do I have to be aware of anything about crops before planting them?
A: When ordering seeds, pay attention to the info telling you how different temperature conditions affect them. We're getting into the colder season.

Q: Where do I get water for my farm?
A: There's a well near the farmland. It takes quite a long while to do, but you can also use the DIG command on your farm to dig a primitive well [on your rented land]. I recommend recruiting some friends to help dig and make it happen faster.

Q: Are you still planning to have a reset?
A: Yes, there will be a reset of skills (but not practice levels), abilities, and guild affiliations once I take the game "live". Which I was hoping to do this month, but life got busy here and there. When that happens, since your practice levels (nor experience level) won't be reset, you can skill your previous skills right back up virtually instantly without needing to re-practice them.

Q: Will construction quality play a role in future things?
A: I was thinking construction skill could affect animal capacity for the shelters. Not by a ton, but a nice little benefit for a quality animal shed over one someone just banged together. With the option for higher-skilled people to upgrade an existing. And then I can have it possible to buy animal shelters if no PCs are around, but they're low quality/capacity, so you still have a reason to hire that PC with Construction skill to upgrade it when you find an opportunity. Also considering how I can evilly make primitive wells have some associated dangers, and then it'd be in your best interest to hire a construction person to build you a well structure over it. So it's not just a big deep hazardous open hole in your land waiting to swallow up some unsuspective victim.

Q: Is construction limited to wood?
A: Construction isn't material-specific, so both a wood and a stone variety could be possible. Heck, a brick variety too, with bricks made by a potter.

Q: Will structures take damage over time to give construction-skilled folks more to do?
A: Yeah, maintenance will be a thing. So builders won't have to rely on a constant flow of new people (because this will likely remain a pretty low-population game).

Q: I'm not getting skill in construction from building campfires, but it's the only thing I know how to make. Why is that?
A: Go to where you leraned the skill and use the RECIPE command to learn to build some stuff. Campfire is available to everyone and doesn't count much for practice.

Q: Where do I get tinder?
A: You can forage for tinder. And you can chop large branches into medium, medium into small, and small into kindling.

Q: Is there a place to get food for livestock?
A: Well, you can buy stuff they'll eat (animals aren't as picky about hardtack), or you can look into searching around out of town for where you might forage stuff they'll eat.

Q: Do I need a skill other than locksmithing to avoid traps in boxes?
A: Just locksmithing. If you're still starting out skillwise, you have more of a chance to overlook them. And now I want to add those new trap types I have in the pipeline ...

Character Creation

Q: Would it be possible to automatically disable some of the options?
A: I need to put in that character creation prompt asking if a screen reader is being used, to automatically turn those things off.

Q: Are there some helpfiles on what to do to start out? How do I know how to begin after character creation?
A: You start with a few tasks to get you situated - use the TASK command. There should have been a prompt to do so on your first login. I'll make sure that's still working.

Guilds, Societies, Companies

Q: Is the new library on Porto side of the world in now?
A: There's a new trail to the Library of Qamar, in all its undescribed glory - but at least you can scholar it up there. It's quite a ways out there, at South Rim Trail. I'll work on some kind of minimal local chapter for basic skill training in Porto D'esilio tomorrow.

Q: If someone wanted to focus on polearms as a primary weapon, but wanted to have a playstyle similar to duelist or maybe even nightblade, is there a particular specialization that will have abilities that capitilize on that, or is that probably something more for berserkers/marauders? Seemed like a lot of the abilities for duelist/nightblade (like armor chink) were focused more toward smaller one-handed weapons as opposed to a big ol' skewer.
A: Hmmm. Yeah, they're more geared toward precise/finesse stuff than big weapons. It would still be possible, but you'd not get as much use out of some of the abilities.

Combat-related Mechanics

*****

Arcana and Glyphs

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