Illness adjustment - more dynamic
Posted 2021-11-01 11:43:48
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Lily (GH!) #3016 |
Posted 2022-06-12 10:43:59
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GaySatan #58442 |
Posted 2022-06-12 11:17:21
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
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)
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
Optionally, we can make illnesses more serious in harder biomes as well. |
Dżanek #24018 |
Posted 2023-04-24 14:01:41
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
Wetlands should have stuff like parasites and waterborne illnesses. |
Hansi #128783 |
Posted 2024-06-09 05:47:13
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
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🧊 Krampus🧊 #15164 |