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Illness adjustment - more dynamic

Posted 2021-11-01 11:43:48
@Jill I like that idea! Adding to the submissions/comments part of the post 🥰

Lily (GH!)
#3016

Posted 2022-06-12 10:43:59
Support! On the topic of biome related illnesses, I think a frostbite/hypothermia illness that is more common to get in cold biomes (like glacier) would be cool. Also maybe it could be more common in winter too.

GaySatan
#58442

Posted 2022-06-12 11:17:21
@GaySatan funny you say that. I actually suggested both of those in seperate thread
https://www.wolvden.com/chatter/topic/115135 - Hypothermia
https://www.wolvden.com/chatter/topic/115210 - Frostbite

Lily (GH!)
#3016

Posted 2022-06-15 05:29:13
I don't mind illnesses becoming more dynamic in terms of how wolves get them (how did they get fleas from rotten meat anyway? Wouldn't the fleas be gone by then?), but no support for making illnesses more difficult. There are a lot of players that do struggle with healing their wolves. The more difficult to cure (rarer herbs used) tend to be the most common for wolves to catch and also the most expensive medicines to acquire.
If they did stay contagious after healing, how would that look? It would make illnesses that already are hard to cure (if allowed to spread through a pack) impossible. Quarantine caves may not be feasible for some... and that is if the player is even aware that works. But then your lead gets it... and your containment is gone. And even if you cure them, they still spread it for 1-2 days after healing... and you could end up with a large pack with every wolf sick, no means to heal them (and, depending on the illness, feed them because your hunters are out of commission), and even if you could crank out the cures it would take multiple players and their herbalists to potentially get all of the sick wolves cured... only for it to spread like wildfire again because the immunity only lasts for a day so if they all aren't cured the same day you face the same problem. Or if contagiousness lasts 2 days after curing... you might as well get rid of your pack at that point, because there will be no curing it. At least if I understand the suggestion right.

Sepulchre
#33572

Posted 2022-06-15 08:19:36 (edited)
Fleas from rotted meat is actually quite interesting. They can exist for up to about a year without a host. 'Fore my best dog poofed, she got a pretty bad case that was hard to fend off. I saw a couple leap pretty far. It made me glad I went to the effort of destroying her previous bedding - among other efforts. So yeah, they'll be there (edit: as in be around/nearby).

I also don't think they're suggesting Increased Contagious - more like Predictable Contraction? Unless I misunderstood.

I have gone to the trouble of moving dens (home biome) mid season to try to 'escape' or 'outpace' the... what I feel like is biannual flea infestation to no avail because Wolf Game is Full of RNG.
It would be great to be rewarded for my efforts rather than feeling like it was pointless to move. This was several in-game years back, by the way. And yes, I instantly cured every instance of Fleas. No struggle there. But again, RNG is RNG

Predictable, hence Workable Contraction Rates Welcomed - could even make Illness Fun instead of anything from a minor inconvenience to the horror #33572 illustrated quite well.

What feels like RNG meant to perhaps 'test' my preparedness, bye please

Also, I forgot to mention in regards to Poison, I have fought more venom snakes than constriction snakes. When I win, no lingering Illness feels good. I have lost and been Poisoned Illness-wise in a way that makes sense. As Poison from Snake Combat works currently, I am happy with it.

Zeraki
#26932

Posted 2022-06-15 11:20:38
While the suggestion reflects the reality, for balancing purposes I would like illnesses to be much more common during non-winter seasons than it is currently while some illnesses should be impossible to get during winter such as heatstroke. Currently, spring is much easier than winter for a lot of players because of hunting chances being higher then. I would like illnesses to balance out the difficulty of hunting between seasons.

Optionally, we can make illnesses more serious in harder biomes as well.

Dżanek
#24018

Posted 2023-04-24 14:01:41
Support for Illnesses being seasonal and having biome specific plagues
At least the damn illness/wounds would make more sense and be realisitic enough

Honestly in my Wolvlocke playthrough, I tend to have illness/wounds as more likely to die once HP reaches 0 so i rarely have wolves get hurt or sick now interestingly enough.

Fea
#12206

Posted 2023-11-01 14:37:43
Support. 

Wetlands should have stuff like parasites and waterborne illnesses.
Hansi
#128783

Posted 2024-06-09 05:47:13
Support, personally something that bugs me about diseases on here is that you use a cure and boom they're perfectly healthy again, I feel like atleast some illnesses should take longer to treat-
for instance open wounds should take maybe two rollovers requiring salve applications to help it heal, things like mange, fleas and other diseases should also follow a similar treatment plan or maybe one application and it takes a rollover or two to properly set in, certain illnesses simply don't go away nearly that easily.
Arical
#7241

Posted 2024-08-02 21:02:30
Open wounds when left for 3 or more r/o should have a chance to turn into infection imo

🧊 Krampus🧊
#15164

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