I think this is new:
QuoteChanges to the thirst code. Thirst cost for being in the wild has doubled, and slightly increased for in the city. Generations in the wastes have made desert elves very water efficient so they are not affected by this change.
You can now only gain so much thirst from food items, possibly requiring your character to drink water for the first time in their life.
Me likee this change. I don't play any D-elf PCs, but its nice to see them get omitted from this change.
The change, IMO, was needed, and I thank the IMM's for implementing it.
Agreed. Now we've actually a reason and need, in fact, to spend our easily earned sid. And those who've no jobs...hehehe. Welcome to Armageddon. Not gonna be so easy to simply run to the barracks for water no more. Thirst is an integeral part of the harshness of our world, and it was accomplished and presented in the easiest fashion. Excellent decision, Staff.
Uh... crap. I went through water pretty fast even without this change. This is going to hurt.
D-elves not being affected, fine. What about rangers? They wouldn't be as good as the elves, but should it affect them as harshly as everyone else?
Well, I would think so. They still have the shelter of the city, they aren't born with it, and don't live with it -all- the time as d-elves do. I think this is a great change.
Quote from: "Sakra"D-elves not being affected, fine. What about rangers? They wouldn't be as good as the elves, but should it affect them as harshly as everyone else?
Doubt it, it's a genetic thing with d'elves.
Now all we need is to have thirst affected by weightload/heavy armor.
QuoteD-elves not being affected, fine. What about rangers? They wouldn't be as good as the elves, but should it affect them as harshly as everyone else?
Well, 'forage root' has a wonderful affect in some areas that can counterbalance how hard rangers are hit by the thirst code....
I agree tho, I don't think they should be exempt from the new thirst code...they have ways to get around it much more easily than any other guilds.
I don't think they should be immune to the new thirst code (Rangers) But I think it would be nice if there were the occasional roots that you could forage up that were a bit more watered down. I know there are ways to get water but for some of us really solitary rangers the ability to forage and stay hidden from society would be nice.
Cyrian, in some places, things on that level are a-ok, no worries for a Ranger, even a new one.
The only people I can see having a claim similar to that of the nomadic desert elves are the nomadic desert humans, except that there isn't a desert human race. But I can see tribes like the Anyali getting the same reduced thirst as desert elves, because they live in simlar conditions and have done so for many generations.
AC
QuoteBut I can see tribes like the Anyali getting the same reduced thirst as desert elves, because they live in simlar conditions and have done so for many generations.
True, but maybe not enough generations to have evolved into it, physically requiring less water. I think they'd just tough it out.
Anyways, a nice code change, that a whole-heartedly support. I'd like to see more like it.
Quote from: "JollyGreenGiant"Uh... crap. I went through water pretty fast even without this change. This is going to hurt.
If it's not too IC, do you play a HG? I'd be curious to see how this affects them.
QuoteIf it's not too IC, do you play a HG? I'd be curious to see how this affects them
Brutally.
Actually, no... my last character was a half-elf. Seemed like every time I turned around he was thirsty.
It was my impression that water consumption was coded to be pretty heavy when your character was moving outside in the desert heat, and was much less when inside a city or when indoors.
I imagine that if this rate of double water consumption applies in every case, the biggest impact is going to be felt by the players playing PCs out in the wild.
Thanks for the new code. The double thirst has given me much more to do. I must work harder for coin to buy water, but while doing so, my thirst grows even more. Such a delimma, but a great one. A paradox.
I like it :)
I love it. I love it. I love it.
Now. . . can we get rid of the NPC cooks? Yeah baby.
Idea regarding NPC cooks:
What if they could be coded to run out of food, and require PCs to restock them with the raw goods?
That would help people who hunt, but don't have the cooking skill to grill a steak without burning it.. it would give foragers customers (Noble houses and Merchant houses) to buy regular stock of roots and water to fill the water barrels.. it would give aides the task of finding people who can supply their cooks with the needed raw meats, and it would reduce the reliance on NPC merchant shops who only buy up to 5 of any given item, thus allowing more people the opportunity to make coin off their finds in an interactive way.
I'd like to add my thanks for the addition. Looks good, feels good. I love a good challenge.
Quote from: "CindyLou"What if they could be coded to run out of food, and require PCs to restock them with the raw goods?
I'd like to go ahead and point out that anywhere you would find an NPC cook in game will be in a clan/group that will not likely run out of food. Even in famine, the menu would be adjusted, but the clan/group would still have food. You will also note that the majority of these groups have plenty of slaves and, for the most part, money.
Hey, uhhh...
I don't suppose we could, like, get some ex-sanguination code, or some such? I mean, that PC I just whacked has a good amount of liquid that I can't really utilize... y'know?
The gnarly cannibal dude fills a leather waterskin from the body of the formerly cool character.
Malifaxis
-Who is really only half-joking about this.
Making me think of Dune and how they even used the liquid from dead bodies.
They had advanced technology though (stillsuits and the like) and we Zalanthans don't. We'd just have to get the blood and drink it, and that'd probably be a little too unnatural for our characters. Though it is kinda fun to ponder.
I'm not quite sure, but I remember hearing somewhere that you can't survive on drinking blood instead of water. Too much salt content or some such thing.
Quote from: "DrunkenSalarr"
I'd like to go ahead and point out that anywhere you would find an NPC cook in game will be in a clan/group that will not likely run out of food. Even in famine, the menu would be adjusted, but the clan/group would still have food. You will also note that the majority of these groups have plenty of slaves and, for the most part, money.
You can extend that to say that anywhere you would find an NPC cook, that group will not likely run out of guards, wagon-drivers, crafters, merchants, or assass'tants either. I don't think it necessarily means that NPCs should take over those roles to the point of making PCs in those jobs unnecessary. NPC cooks with an infinite pantry of free food tends to make hiring hunters or buying fresh food an obsolete charity. Why not have NPC cooks give out free water as well?
This doesn't follow the topic though. Still love the thirst changes . . and anything else that makes me feel like I have to work to survive.
QuoteI'm not quite sure, but I remember hearing somewhere that you can't survive on drinking blood instead of water. Too much salt content or some such thing.
Funny, I was just thinking about this today. I remember a true account of shipwreck survivors marooned on a lifeboat in the 1800s who killed a wounded member of their party for his blood.
It'd be interesting code to have in, to drink blood but with diminishing results the more you indulged.
There are a few places in game where you can find blood, and indeed, drink it. Seek them out, and give 'em a whirl.
-Tlaloc