Glorious Alpha Two Testers!
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Tools and artisan gear should not depend on Riverland materials (willow/braidwood)
in Artisanship
Tools and artisan gear should not depend on Riverland materials.
Largest bottleneck is Willow/Braidwood, which is locked strictly to Riverlands.
But same thing is problem with other dependencies required for making tools/shirts/pants/belts/bags.
I could get behind idea of some biome missing one or two components, but some biomes missing almost all components is a bit too much.
Largest bottleneck is Willow/Braidwood, which is locked strictly to Riverlands.
But same thing is problem with other dependencies required for making tools/shirts/pants/belts/bags.
I could get behind idea of some biome missing one or two components, but some biomes missing almost all components is a bit too much.
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Comments
Forcing players that started in the anvils to farm in the riverlands seems nonsensical!
this is the point of the game. People are supposed to caravan stuff to other areas and sell their goods for inflated prices.
Not for the novice level and probably not even for apprentice level crafting. But on day one if you need another starter zones materials it feels terrible to choose that starting area.