I am always trying to optimize and make scripts simpler as I learn. I am glad it is starting to bear its fruits.
Sure, I will add a rock source, rock snails and stones will do just that. I might add a tool modifier (various quality pickaxes or wood cutting axes, and so on) for gathering, like I did for crafting.
Only one quest now.
I need to finish the saskatwan territory access quest. But first, I have to finish that territory. I worked on respawnable lockpickable destroyable randomized loot chest and doors, for the saskatwan village. This works. I need to add inhabitants that will react to thievery attempts. And I have plans for a prison, that would be a little dungeon in its own right...
I am also working on ruin system: archeology and traps. Just gathering the ideas, but the interest of archeology would be to recover, of course, riches, but also rare items or plans. I plan to include a "item studying" system, where players will be able to destroy an item, to gain knowledge points in crafting them. Some items would now require a minimum kowledge level of the item to be craftable.
So as you can see, I have quite a lot of ideas in the works. I might make an intermediate release this WE, with the saskatwan village system, so players can hon their pickpocketing and lockpicking skills.
Thanks for feedback, taking into account. Cheers
