Excellent additions! No longer will recipes be impossible to craft due to similar sdesc. Exciting stuff!
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Difficulty levels provided, YES!!!!!!!!!!!!!!
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THANK YOU!
:'( <---tears - of joy
OMG I literally started tearing UP, THANK YOU!
This is by far one of my own favorites. Big props Ness on these updates we've been seeing.
Finally I can craft meats and not freak the fuck out because syntax!
Quote-Craft will now indicate the skill needed for each recipe on the list.
This is something I am very glad to see.
Worth noting this was suggested and driven by Rathustra with input from the rest of the team.
I like to believe I'm the one that made it so you can't peek in gloves anymore.
No?
Well I still believe it.
Wow, big upgrade. Very well done!
I'm also a big fan of the peek changes, even though it's a relatively minor change, I always felt it was jarring to see someone's rings when that would've been impossible to peek.
Something to point out regarding the crafting update: when you try to get a crafts list for a set of items, but cannot craft them into anything, you get the following message:
Quote
You could make...
You don't think you could craft that into anything.
This is two lines long, whereas in the previous version of the crafting code, the message was one line long:
Quote
You don't think you could craft that into anything.
There is probably an easy way to return to the previous version of the message. Most likely, it would involve placing a simple if-statement in the new code.
Best change ever. Merchant was already my favorite guild. Now it's like my double-favorite.
Quote from: wizturbo on July 26, 2016, 01:03:26 PM
Wow, big upgrade. Very well done!
I'm also a big fan of the peek changes, even though it's a relatively minor change, I always felt it was jarring to see someone's rings when that would've been impossible to peek.
I love these, so so so so so so so... x(a billion) much. And I don't even tend to play crafters. So much awesome.
Awesome!!!
This is the most fan-damn-tastic thing ever. I was beside myself when I read it, because as someone whose played merchant long enough to know some of the pains with trying to craft items with similar descs in the crafting window, this is a godsend. HUGE kudos to Rath and Ness and everyone else involved in this change.
You staffers are on a freakin' roll this month.
THANK YOU ALL STAFF.
I can finally see if that one arrowshafts recipe makes more arrowshafts than that other arrowshafts recipe, because one of them is so basic described that I can't ever make it.
Also, knowing how difficult stuff is is WOWSIES.
(Although now I feel like even at master level my character really sucks. Easy>Fail)
Wonderful! Well done!
<3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3
I am so excited for this!! Thank you so much!!
This is fantastic. I add my voice to the chorus of support for this change (And every change, yay change!)
I actually watched a craft go from "manageable" to "easy" after failing the first time, and when it was "easy" for me, I succeeded. If nothing else, knowing how much skill it takes, will drive my decision on how high-quality a tool I'm going to look for.
Amazing changes! My fav definately adding which craft skill is used.
craft #n...
z. o. m. g. :o
New crafting seems to eat items if it's already been crafted: Pulled out a cooked piece of meat thinking it was a raw one and after it said "Could not find, or make, that recipe. Look at list again." the item disappeared.
Definitely going to enjoy this change, if/when I make a crafter! Thank you Staff!
Quote from: RogueGunslinger on July 26, 2016, 11:37:47 PM
New crafting seems to eat items if it's already been crafted: Pulled out a cooked piece of meat thinking it was a raw one and after it said "Could not find, or make, that recipe. Look at list again." the item disappeared.
Worthy of a bug report, mayhaps?
I did that first.
Awesome!!!
Heh. Best time to play a merchant, these days. The era of the Kank has passed us, and we move forward into the future.
Thank you guys so much, this is an awesome change/addition, and I think this will add a lot of enjoyment for the merchanty types out there.
I have to say again, awesome changes! Being able to just use #1 or #2 or whatever when crafting for which recipe you want is a godsend!
I like all the new changes, was a great time for me to pick a crafty subguild again, made it worth it! Especially one Ive never played before.
Is making the learning curve a lot easier. And The newest change, regarding fire/tool. Nice!
I love these new changes. I can now tell which skill a given recipe uses -- some of which I wasn't sure, e.g., stuff from forage, for instance.
Digging this shit, some much-needed love for the crafting system cranked out with speed. Merchants have been my favorite guild just because I hate the combat/stealth/perception skill grind (only to find out my time invested in skills makes me only remotely more valuable to people who are deciding on the life or death of my PC, not vaguebooking here because I'm sure everyone encounters these scenarios sooner or later), and they also come with some useful skills for many different occassions. Get the occassional boxing match in and you're actually surprisingly survivable.
Also, there's no better feeling than having mastercrafted something years ago and seeing it still in use.
Splitting logs is cooking?!! If it is true, it explains so much incomprehensible shit!
Do thing scale to easier as you level up :P ? eg, master level+ item would appear easy to a master?
I am a bit wary of code helps, and felt a bit negative about this, but heck, I feel as though someone has just turned the lights on. Great stuff!
And I kiss the ground you walk on, for that >Craft thing into #2
This is what I love about the game. I haven't played in over a year and you can always know that the staff are working hard to make Armageddon even more awesome than it was the day before. They are always working on the game. Thanks guys! :D