Best Of
Re: Afflictions and their sway
We've got two affliction trees left to hit.
Lets start with INTERNAL here and save my favorite for last:
Bleeding Internal damage over time
Choking Internal internal damage over time
Coughing Blood Internal randomly take longer to regain balance
Frozen Internal vulnerable to fire
Haemotoxin Internal healing effectiveness reduced by 50%
Hypertension Internal more bleeding
Internal Bleeding Internal + health damage
Rejection Internal 10% chance to fail healing
Sepsis (L1) Internal internal damage L1
Sepsis (L2) Internal internal damage L2
Sepsis (L3) Internal internal damage L3
Sepsis Overload Internal internal damage L4
Sickness Internal maximum health -10%
Slowness Internal 15% slower balance
Staggering Internal attacks to arms send you spinning
Trauma Internal +10%/stack internal damage
Winded Internal damage when moving
I don't actually have much experience with internal things, other than FREEZE which for some reason does internal, while nano limbdrain does muscular. I'm sure they should both be hitting the same subsystem to at least progress a insta. Anyhow:
1.)Internal has 10 afflictions, one of which is unapplyable except by bosses(Haemotoxin), one only applyable by nano(Freeze). That aside this, tree is actually the one that I think competes the best with MUSCULAR.
2.) Slowness 15% balance very good, expecially when paired with muscular afflictions which also slow balance.
3.) Staggering is also very good, especially when combined with slowness, knocking balance by .57s per hit, which can help you get ahead.
4.) Bleeding is generally good, pressing damage.
5.) Sickness is pretty good, but it actually competes with bleeding, reducing its effectiveness.
6.) All of these do a very average amount of damage, too, which means that someone focusing internal will outright lose to someone focusing muscular, due to not being able to compete with their hindering.
And finally last but not least, MIND
Acrophobia Mind unable to fly or climb
Brain Swelling Mind halved resource gain
Catatonia (L1) Mind mind damage L1
Catatonia (L2) Mind mind damage L2
Catatonia (L3) Mind mind damage L3
Confusion Mind chance to hit a different target than intended
Disorientation Mind chance to move in a different direction than intended
Distraction Mind periodic balance loss
Encroachment Mind unable to take cover
Forgetfulness Mind - actions
Hallucinations Mind Seeing periodic hallucinations
Seizures Mind mind damage over time
Sluggish Mind 25% slower balance
Stupefied Mind +10%/stack mind damage
Stupidity Mind - actions
Vegetative Mind mind damage L4
Vertigo Mind chance to re-prone when standing up
My opinion on mind afflictions is very simple, they are mostly a bunch of "do something slightly noticeable without actually doing anything" afflictions, unless said affliction is heavily gated.
1.) Acrophobia: Climbing doesn't exist and wouldn't affect the classes that use it. Stopping flying has the most effect in group combat. Otherwise, it's kind of useless.
2.) Confusion: Just don't fight on top of mobs and it literally doesn't do anything.
3.) Disorientation: Generally you don't really care which direction you run away so long as you run away. Still, it does hinder someone's ability to get far after the first move, and has some point.
4.) Distraction: Our first good, but gated, affliction. Gives periodic balance loss comparable to staggering hits, but requires 3 mental afflictions already present to even apply, which as stated is harsh to get to when someone is slowing your balance time. Can also be mindswapped away and to.
5.) Encroachment: Probably the most effect out of all mind afflictions, but is a dead affliction against any melee class as they dont care if they can't take cover most of the time.
6.) Hallucinations: Actually a very good affliction that furies get. Fury also is able to give muscular afflictions, while putting out a high amount of damage, which means that this affliction is extremely effective for them.
7.) Sluggish: Another good, but gated, affliction. Hard requirement of Distraction. It gives 25% slower balance which is very good, but a duration of only 10 seconds, and can be mindswapped away, which means it doesn't even last that long. (3 seconds is three balances).
8.)Vertigo: Great if nano had any way to prone people. It's very strong on Scoundrel, who has a prone-on-demand ability.
As always, feedback appreciated.
Lets start with INTERNAL here and save my favorite for last:
Bleeding Internal damage over time
Choking Internal internal damage over time
Coughing Blood Internal randomly take longer to regain balance
Frozen Internal vulnerable to fire
Haemotoxin Internal healing effectiveness reduced by 50%
Hypertension Internal more bleeding
Internal Bleeding Internal + health damage
Rejection Internal 10% chance to fail healing
Sepsis (L1) Internal internal damage L1
Sepsis (L2) Internal internal damage L2
Sepsis (L3) Internal internal damage L3
Sepsis Overload Internal internal damage L4
Sickness Internal maximum health -10%
Slowness Internal 15% slower balance
Staggering Internal attacks to arms send you spinning
Trauma Internal +10%/stack internal damage
Winded Internal damage when moving
I don't actually have much experience with internal things, other than FREEZE which for some reason does internal, while nano limbdrain does muscular. I'm sure they should both be hitting the same subsystem to at least progress a insta. Anyhow:
1.)Internal has 10 afflictions, one of which is unapplyable except by bosses(Haemotoxin), one only applyable by nano(Freeze). That aside this, tree is actually the one that I think competes the best with MUSCULAR.
2.) Slowness 15% balance very good, expecially when paired with muscular afflictions which also slow balance.
3.) Staggering is also very good, especially when combined with slowness, knocking balance by .57s per hit, which can help you get ahead.
4.) Bleeding is generally good, pressing damage.
5.) Sickness is pretty good, but it actually competes with bleeding, reducing its effectiveness.
6.) All of these do a very average amount of damage, too, which means that someone focusing internal will outright lose to someone focusing muscular, due to not being able to compete with their hindering.
And finally last but not least, MIND
Acrophobia Mind unable to fly or climb
Brain Swelling Mind halved resource gain
Catatonia (L1) Mind mind damage L1
Catatonia (L2) Mind mind damage L2
Catatonia (L3) Mind mind damage L3
Confusion Mind chance to hit a different target than intended
Disorientation Mind chance to move in a different direction than intended
Distraction Mind periodic balance loss
Encroachment Mind unable to take cover
Forgetfulness Mind - actions
Hallucinations Mind Seeing periodic hallucinations
Seizures Mind mind damage over time
Sluggish Mind 25% slower balance
Stupefied Mind +10%/stack mind damage
Stupidity Mind - actions
Vegetative Mind mind damage L4
Vertigo Mind chance to re-prone when standing up
My opinion on mind afflictions is very simple, they are mostly a bunch of "do something slightly noticeable without actually doing anything" afflictions, unless said affliction is heavily gated.
1.) Acrophobia: Climbing doesn't exist and wouldn't affect the classes that use it. Stopping flying has the most effect in group combat. Otherwise, it's kind of useless.
2.) Confusion: Just don't fight on top of mobs and it literally doesn't do anything.
3.) Disorientation: Generally you don't really care which direction you run away so long as you run away. Still, it does hinder someone's ability to get far after the first move, and has some point.
4.) Distraction: Our first good, but gated, affliction. Gives periodic balance loss comparable to staggering hits, but requires 3 mental afflictions already present to even apply, which as stated is harsh to get to when someone is slowing your balance time. Can also be mindswapped away and to.
5.) Encroachment: Probably the most effect out of all mind afflictions, but is a dead affliction against any melee class as they dont care if they can't take cover most of the time.
6.) Hallucinations: Actually a very good affliction that furies get. Fury also is able to give muscular afflictions, while putting out a high amount of damage, which means that this affliction is extremely effective for them.
7.) Sluggish: Another good, but gated, affliction. Hard requirement of Distraction. It gives 25% slower balance which is very good, but a duration of only 10 seconds, and can be mindswapped away, which means it doesn't even last that long. (3 seconds is three balances).
8.)Vertigo: Great if nano had any way to prone people. It's very strong on Scoundrel, who has a prone-on-demand ability.
As always, feedback appreciated.
Soza
3
Afflictions and their sway
I'll start out by saying I decided to place this here in the combat section as it really mostly only affects PVP combat, with some small effect on PVE combat.
Let me start with my opinion: I believe there is a harsh discrepancy between afflictions in different subsystems, namely: the MUSUCLAR subsystem has afflictions that are quite better than every other subsystem's afflictions. I also want it to be known that, given that opinion, I don't want MUSCULAR afflictions nerfed. I'd just like other subsys aff trees to be on par.
Lets first break down each subsystem's afflictions:
As MUSCULAR is the subsystem I'll be comparing the others to, we will start with MUSCULAR.
Name Subsys Description
Atrophy Muscular +25% balance costs
Broken Ribs Muscular +10% internal damage
Crippled Movement Muscular slowed down movement
Damaged Left Arm Muscular +5% balance, -5% damage
Damaged Left Leg Muscular +5% balance, -5% damage
Damaged Right Arm Muscular +5% balance, -5% damage
Damaged Right Leg Muscular +5% balance, -5% damage
Haemophilia Muscular inability to cure bleeding
Mangled Head Muscular block some abilities
Mangled Left Arm Muscular block some abilities
Mangled Left Leg Muscular block some abilities
Mangled Right Arm Muscular block some abilities
Mangled Right Leg Muscular block some abilities
Mangled Torso Muscular block some abilities
Myopathy Muscular randomly unwield items
Scorched Muscular damage over time
Spasms Muscular muscular damage over time
Structure Collapse (L1) Muscular muscular damage L1
Structure Collapse (L2) Muscular muscular damage L2
Structure Collapse (L3) Muscular muscular damage L3
Structure Failure Muscular muscular damage L4
Tender Muscular +10%/stack muscular damage
Weak Knees Muscular damage to legs prones
Weakened Arms Muscular -10% melee damage
Weakened Legs Muscular -10% melee damage
Here we can see quite a bit of interaction between afflictions I can point out some things very quickly:
1.) Even without Mangled limbs, as they are currently disabled from being way too strong in the beginning, many muscular afflictions lower damage output while increasing time to regain balance, or increase the amount of damage that you take.
2.) All of these afflictions seem to pair very well with each other.
3.) The subsystem effect at 75% (Crippled movement) is quite honestly the most make-or-break affliction in the game, easily turning fights and making it impossible to run against a competent opponent, or impossible to chase them if they try to create space.
4.) The subsystem effect (Myopathy) Is even more make or break against most classes, and also tends to not have an effect if the enemy that you are fighting doesnt WIELD weapons, but actually wears them, making it useless against Nanoseer.
5.) The sheer amount of balance hinder inside of just four broken limbs is enough to stop affliction stacking, and damage strats by itself against any single-aff class.
6.) In the current damage meta, if you do not focus on giving muscular afflictions, damage is a real issue. It forces your priorities to be HEALTH, AFFLICTION, SUBSYSTEM or else you will die. None of the damaged limbs actually have a duration, so they are affs that just stick forever while your wetwiring heals your HEALTH.
Lets move on to our first subsystem that we are comparing and by far in my opinion the worst subsystem in game: SENSORY
Blind Sensory can't LOOK, can't see people entering/leaving
Blurry Vision Sensory -10% inflicted damage
Comm Blackouts Sensory chance to miss comm
Dazed Sensory +10% sensory damage
Deaf Sensory can't hear says
Delirium (L1) Sensory sensory damage L1
Delirium (L2) Sensory sensory damage L2
Delirium (L3) Sensory sensory damage L3
Demented Vision Sensory wrong vision
Dizzy Sensory +10%/stack sensory damage
Double Vision Sensory can mistarget
Echoing Sensory Sensory damage causes echoes
Nearsighted Sensory can't target enemies outside current room
Painspike Sensory sensory damage over time
Sensory Shutdown Sensory sensory damage L4
1.)Right off the bat we can easily see that sensory has way less available afflictions in general (5[6 if you include Dazed] compared to Musculars 10 [11 if you count tender])
2.)Disregarding the sheer lack of afflictions, only one of the sensory afflictions actually affects combat, and its -10% damage which could be comparable to a damaged limb except it has a duration.
3.)Echoing is pretty decent, but with a hard requirement of them having the other 3 applicable afflictions its near impossible to land, especially when you can't stack afflictions while having damaged limbs.
4.)Lack of afflictions means lack of things to talk about. Sensory is a joke.
Ill push WETWIRING out of the way really quick as im hitting character limit for first post.
Glitching Wetwiring 10% wetwiring failure
Hard Lock Wetwiring wetwiring damage L4
Malfunction (L1) Wetwiring wetwiring damage L1
Malfunction (L2) Wetwiring wetwiring damage L2
Malfunction (L3) Wetwiring wetwiring damage L3
Meltdown Wetwiring -15% mending amount
Overload Wetwiring +25% wetwiring time
Shortcircuit Wetwiring wetwiring damage over time
Vulnerable Wetwiring +10%/stack wetwiring damage
1.) None of these afflictions are applicable except for shortcircuit and vulnerable (as intended, by scoundrels) and that is a good thing. The subsys damage level afflictions are actually pretty good, but often redundant.
2.) The ones that tend to matter only really matter to the singular class that takes advantage of Wetwiring subsys, which is Nanoseer, and the enemy is dead from BREAKDOWN at 50% so they aren't able to be seen.
3.)I can state that so far from my tests WIREBLOCK seems to be very decent albeit with harsh requirements to get to I am not sure if it would just be faster to bash mind and mindmelt.
Continued in next post...
Let me start with my opinion: I believe there is a harsh discrepancy between afflictions in different subsystems, namely: the MUSUCLAR subsystem has afflictions that are quite better than every other subsystem's afflictions. I also want it to be known that, given that opinion, I don't want MUSCULAR afflictions nerfed. I'd just like other subsys aff trees to be on par.
Lets first break down each subsystem's afflictions:
As MUSCULAR is the subsystem I'll be comparing the others to, we will start with MUSCULAR.
Name Subsys Description
Atrophy Muscular +25% balance costs
Broken Ribs Muscular +10% internal damage
Crippled Movement Muscular slowed down movement
Damaged Left Arm Muscular +5% balance, -5% damage
Damaged Left Leg Muscular +5% balance, -5% damage
Damaged Right Arm Muscular +5% balance, -5% damage
Damaged Right Leg Muscular +5% balance, -5% damage
Haemophilia Muscular inability to cure bleeding
Mangled Head Muscular block some abilities
Mangled Left Arm Muscular block some abilities
Mangled Left Leg Muscular block some abilities
Mangled Right Arm Muscular block some abilities
Mangled Right Leg Muscular block some abilities
Mangled Torso Muscular block some abilities
Myopathy Muscular randomly unwield items
Scorched Muscular damage over time
Spasms Muscular muscular damage over time
Structure Collapse (L1) Muscular muscular damage L1
Structure Collapse (L2) Muscular muscular damage L2
Structure Collapse (L3) Muscular muscular damage L3
Structure Failure Muscular muscular damage L4
Tender Muscular +10%/stack muscular damage
Weak Knees Muscular damage to legs prones
Weakened Arms Muscular -10% melee damage
Weakened Legs Muscular -10% melee damage
Here we can see quite a bit of interaction between afflictions I can point out some things very quickly:
1.) Even without Mangled limbs, as they are currently disabled from being way too strong in the beginning, many muscular afflictions lower damage output while increasing time to regain balance, or increase the amount of damage that you take.
2.) All of these afflictions seem to pair very well with each other.
3.) The subsystem effect at 75% (Crippled movement) is quite honestly the most make-or-break affliction in the game, easily turning fights and making it impossible to run against a competent opponent, or impossible to chase them if they try to create space.
4.) The subsystem effect (Myopathy) Is even more make or break against most classes, and also tends to not have an effect if the enemy that you are fighting doesnt WIELD weapons, but actually wears them, making it useless against Nanoseer.
5.) The sheer amount of balance hinder inside of just four broken limbs is enough to stop affliction stacking, and damage strats by itself against any single-aff class.
6.) In the current damage meta, if you do not focus on giving muscular afflictions, damage is a real issue. It forces your priorities to be HEALTH, AFFLICTION, SUBSYSTEM or else you will die. None of the damaged limbs actually have a duration, so they are affs that just stick forever while your wetwiring heals your HEALTH.
Lets move on to our first subsystem that we are comparing and by far in my opinion the worst subsystem in game: SENSORY
Blind Sensory can't LOOK, can't see people entering/leaving
Blurry Vision Sensory -10% inflicted damage
Comm Blackouts Sensory chance to miss comm
Dazed Sensory +10% sensory damage
Deaf Sensory can't hear says
Delirium (L1) Sensory sensory damage L1
Delirium (L2) Sensory sensory damage L2
Delirium (L3) Sensory sensory damage L3
Demented Vision Sensory wrong vision
Dizzy Sensory +10%/stack sensory damage
Double Vision Sensory can mistarget
Echoing Sensory Sensory damage causes echoes
Nearsighted Sensory can't target enemies outside current room
Painspike Sensory sensory damage over time
Sensory Shutdown Sensory sensory damage L4
1.)Right off the bat we can easily see that sensory has way less available afflictions in general (5[6 if you include Dazed] compared to Musculars 10 [11 if you count tender])
2.)Disregarding the sheer lack of afflictions, only one of the sensory afflictions actually affects combat, and its -10% damage which could be comparable to a damaged limb except it has a duration.
3.)Echoing is pretty decent, but with a hard requirement of them having the other 3 applicable afflictions its near impossible to land, especially when you can't stack afflictions while having damaged limbs.
4.)Lack of afflictions means lack of things to talk about. Sensory is a joke.
Ill push WETWIRING out of the way really quick as im hitting character limit for first post.
Glitching Wetwiring 10% wetwiring failure
Hard Lock Wetwiring wetwiring damage L4
Malfunction (L1) Wetwiring wetwiring damage L1
Malfunction (L2) Wetwiring wetwiring damage L2
Malfunction (L3) Wetwiring wetwiring damage L3
Meltdown Wetwiring -15% mending amount
Overload Wetwiring +25% wetwiring time
Shortcircuit Wetwiring wetwiring damage over time
Vulnerable Wetwiring +10%/stack wetwiring damage
1.) None of these afflictions are applicable except for shortcircuit and vulnerable (as intended, by scoundrels) and that is a good thing. The subsys damage level afflictions are actually pretty good, but often redundant.
2.) The ones that tend to matter only really matter to the singular class that takes advantage of Wetwiring subsys, which is Nanoseer, and the enemy is dead from BREAKDOWN at 50% so they aren't able to be seen.
3.)I can state that so far from my tests WIREBLOCK seems to be very decent albeit with harsh requirements to get to I am not sure if it would just be faster to bash mind and mindmelt.
Continued in next post...
Soza
3
Re: Quality of Life Wishlist
QoL asks from the discussion on Discord (just putting them here so I don't forget I've asked the question before and bring it up again next month )
- Are explosive barrels in the improvised cover list for scoundrels? if not, can that be possible? (Reminded that improvisedcover is terrain based, so I guess the real question is: Is it possible in certain terrain?)
- Are explosive barrels in the improvised cover list for scoundrels? if not, can that be possible? (Reminded that improvisedcover is terrain based, so I guess the real question is: Is it possible in certain terrain?)
- Jetpacks not being tied to a clothing slot
- Bandoliers and knuckles being part of the scoundrel customization list
- Bandoliers and knuckles being part of the scoundrel customization list
Ikchor
1
Re: The Talent System and Xenoslayers
Another thing we're running into is that there aren't enough mobs/places to sustain many people bashing at end-game. Crits have significantly decreased the time-to-kill, and I don't think the spawns have been adjusted accordingly. I'd suggest increasing the respawn rates, and maybe even have let wilderness mobs respawn if people wanted to use them as bashing grounds.
Azlyn
3
Re: The Talent System and Xenoslayers
I, and several people I've spoken with, really support the idea of being able to throw a group together and head out to hunt the big monsters. On our time. I agree having a chance to spawn them in the wilderness seems like a way to boost it, although maybe have it tied to clearing out all the other monsters? With a decent chance. Or even have a quest that needs finishing for one to spawn. Then a person can 'pop' one a day, but require a group to do more than one.
It's certainly fun to have random spawns in the world, those should likely stay. But a way to force spawns would be really nice for some group end game pve.
It's certainly fun to have random spawns in the world, those should likely stay. But a way to force spawns would be really nice for some group end game pve.
Rylek
1
Re: The Talent System and Xenoslayers
I like the idea of having to clear the wilderness or doing some type of quest. I just thought using triangulation would be less to code, and would help incentivize using the existing wilderness mechanic. In any case, in re-reading the original announce it sounded like there could be a way to actively find these critters in the future so I guess we'll have to wait for that.
But another issue I have with the current system is that only one person can turn in a corpse and get Fantom standing (whatever that means), which isn't super ideal given that this is designed as a team activity (and it's pretty easy to corpse swipe). I guess I'd just suggest giving Fantom credit to everyone who contributes to the kill, probably easily tied in with the xenoslayer rank score.
But another issue I have with the current system is that only one person can turn in a corpse and get Fantom standing (whatever that means), which isn't super ideal given that this is designed as a team activity (and it's pretty easy to corpse swipe). I guess I'd just suggest giving Fantom credit to everyone who contributes to the kill, probably easily tied in with the xenoslayer rank score.
Azlyn
1
Re: The Talent System and Xenoslayers
Good changes, and I have a few more suggestions.
I think there would be value in making xenohunting more competitive, while still preserving the opportunity for everyone to participate. Per the most recent changes, you have to wait for random spawns, and then rush to the area with your crew before others get to it. This unfortunately falls into how a lot of mechanics exist - waiting around for things to happen, and then you're limited by friend/faction availability.
So I would suggest expanding the opportunities for participation. An easy solution would be to use the existing wilderness triangulation mechanic to potentially spawn bosses upon completion (maybe like a 20% rate). (This could also return a message with the vnum where the boss spawned in the wilderness, to appease the "no map" complaints.) This means that everyone would have opportunity to actively xenohunt on their own time with available crews, and without competition from outside forces since they're in personal wilderness areas. This also gives more value to wildernesses, which are still pretty weak, having the smol asteroid/gas rewards. For fairness, possibly have these active xenohunts award less points than completing the random wild hunt.
Further in the spirit of competition/sustained interest, I think it would be cool if xenoslaying rankings were more seasonal than perpetual. That is, perhaps introduce a yearly competition for xenoslaying, where there are tiered rewards and/or rewards for the top X, and then this gets reset. The reward could be something as simple as chips, loot tokens, honors/titles, etc. You could also have an all-time rankings, as it is now, or just track this through HONORS STATS as a personal achievement type thing. But I much prefer the concept of dynamic rankings, as it gives new players a better sense of relevance/renown, and it makes it more of an opt-in activity than a perpetual grind. (There are already many obnoxiously grindy activities.)
Finally, I think it would be cool to have greathunts on a smaller scale. In Lusternia, sometimes there would be weekly XP challenges which were themed. To translate the concept to Starmourn, we'd cycle through competitions for: Normal XP, Quest-earned XP, Hacking XP, and Captaincy XP. These probably shouldn't run all the time, but it'd be nice to have bursts of double XP and competitions to opt into. Even if you did something like a Captaincy Taco Tuesday or whatever, it'd give people something to look forward to.
Azlyn
5
Re: The Talent System and Xenoslayers
Seconding the idea of conflict channel announcing when the mob dies.
My biggest problem with xenoslaying is that I have so much trouble actually participating in it. The lack of wilderness map makes it very difficult, for starters. Why is it unavailable in Wilderness, but available in caches, when they are almost the exact same thing? Currently, I can check conflict channel and try a few places where *maybe* there is a mob (if it hasn't been killed already) that *maybe* I can find in my wilderness (if it even spawned there, unlikely), though without a map I am bound to waste tons of time and likely miss some rooms. Might miss it entirely even if it's there.
On a related note, some clarity on how the spawn happens would go a long way. Is it possible that the mob spawns in a random person's wilderness and stays there, completely inaccessible to everybody else?
The mobs themselves are fantastic! It's just a shame that in all this time I've only been able to find a single one, from the original batch right when they released, and nothing else. It can be pretty frustrating to have an amazing new mechanic so inaccessible.
And to end on a positive note, thank you **so much** for trying this out. I know it's breaking new ground for IRE and I have been hoping for PvE content like this for a long time. It has the potential to be one of my favorite things about Starmourn.
My biggest problem with xenoslaying is that I have so much trouble actually participating in it. The lack of wilderness map makes it very difficult, for starters. Why is it unavailable in Wilderness, but available in caches, when they are almost the exact same thing? Currently, I can check conflict channel and try a few places where *maybe* there is a mob (if it hasn't been killed already) that *maybe* I can find in my wilderness (if it even spawned there, unlikely), though without a map I am bound to waste tons of time and likely miss some rooms. Might miss it entirely even if it's there.
On a related note, some clarity on how the spawn happens would go a long way. Is it possible that the mob spawns in a random person's wilderness and stays there, completely inaccessible to everybody else?
The mobs themselves are fantastic! It's just a shame that in all this time I've only been able to find a single one, from the original batch right when they released, and nothing else. It can be pretty frustrating to have an amazing new mechanic so inaccessible.
And to end on a positive note, thank you **so much** for trying this out. I know it's breaking new ground for IRE and I have been hoping for PvE content like this for a long time. It has the potential to be one of my favorite things about Starmourn.
Re: Quality of Life Wishlist
In shopkeeping, ability to prioritize display of categories. right now, my uncategorized items display before my categories.
At least, have all categories display higher than uncategorized items
bulk/ auto add categories. like adding all SHIRT to category CLOTHING or equivalent.
Bulk would mean adding all shirt to CLOTHING one shot
Auto would mean adding any shirts you list to CLOTHING whenever you add a new item
Bulk would mean adding all shirt to CLOTHING one shot
Auto would mean adding any shirts you list to CLOTHING whenever you add a new item
Kirin
1