Crafting revisions are open for public testing. Please provide any feedback, bug reports or other issues here.
- Crafting panel now has a search box to filter schemes by name.
- Multiple items can be crafted in a row by setting an amount to craft (currently up to 20 for stackable items and up to 5 for non stackable items).
- Item quality revised to a maximum of 125 supreme quality.
- Item quality number now displays in item icon information tooltip after the quality level.
- Tools affect skill of the player instead of adding directly to the item quality. This provides higher bonuses to higher skilled players and less effects for lower skilled players.
Armor scheme components categorized:
- Primary Material
- Secondary Material (Artisan and Master sets only)
- Primary Decoration
- Secondary Decoration
Artisan and Master armor sets are composed of more components thus having the potential of holding more and higher armor bonuses.
Armor stat bonuses revised.
- Armor can hold up to a maximum of 5 stat bonuses.
- With each additional bonus, the overall stat bonus total limit is increased, but divided among the applied bonuses. For example an armor set can use one stat bonus at maximum power (near +40 stat points for one stat, or 5 bonuses at a lower value for each stat (total of near 70 stat points).
Armor decays in combat when hit, based on the location of the hit.
- Plastic materials added.
- Additional plastic components added.
- Additional metal materials added.
- Crafting components revised so that some parts used in schemes can be metal or plastic (such as decorations).
Update April 3 2013
- Stack limits revised to enable full use of crafting multiple items at one time.
- Leather scraps can be sewn together to create Leather.
- Leather can be cut into leather scraps.
- Materials added to many components that were not getting materials applied when found (scavenged or sorted).
- New crafted components (such as leather fringe and piping) functional.
- Overall stat bonuses limit on worn armor removed. Individual per part limits applied that fit the new system.
Update April 15 2013
- Tools apply quality bonuses based on the specific tool group.
-- Forager tools affect Forager tools and Basketry.
-- Trapper tools affect Trapper tools and Bonecraft.
-- Pioneer tools affect Pioneer tools and Leathercraft.
-- Scrapper tools affect Scrapper tools and Tailoring.
- Tools no longer apply duration bonuses.
- Beads combined to use one bead scheme (in Masonry)
- Feldspar added as a rare material on Basalt surfaces.
Notes for future patches
- Grass craft still needs some improvement.
- Weapons will be revised next to apply useful combat bonuses and not stats.
- Additional non stat armor bonuses will be applied later.
If you notice problems with any of the following, please respond on this thread.
- Are there any stack limits that should be increased to allow for crafting the full amount (20 or 5) of a recipe?
- Are any new found objects (scavenged or sorted) missing materials (plastic, metal, cloth)?
- Are any crafted objects not getting the correct bonuses applied from materials? End products (armor right now) should get full bonuses applied. Component parts (for example, thread) should get just the material passed.
- Is tool quality having a noticeable effect? Should it have a greater effect?
- Are there any critical or obvious issues that you notice?