Talk:Milestone

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Travel Weariness

Mmm, I wonder ...
Anyone know if the applied Travel Weariness when fast traveling along a path is based on the actual path-length or just based on the distance between start and end/spawn point.
Figure its probably the last (easier to implement game wise). Should not be that hard to check, if I find the time to do so.
--.MvGulik. 12:55, 26 February 2020 (EST)

video of how to

maybe someone could add a video , where everything is explained step by step.

To check.

Odd. Just fixed some trail(stone).
Instead of ending/exiting at the last point, it double back to the previous point.
But the previous trail point had still only two related trail entries, and iirc no broken/(extend) ones. (although I might have misses some details)
Guess direction how one reconnects matters ... in some cases.
The 'Extend' entry was probably there, but was perhaps not shown as such. potentially overwritten by the non broken entry.
Trail broke into two parts due to a trail point inside it decayed.
1) Reconnected last(C) to other(B) existing trail post.
2) Extended other side(A) into range of (B).
3) Reconnected side(A) to other(B)
Hmm. If last trail post(C) had extend option, it still had some trail part. Which I did not register, Makes sense that was probably trail-post(B).
--.MvGulik. 09:24, 13 August 2024 (UTC)

Decay

General rule: Natural decay only effects the trail posts where a trail ends. (Wooden Roadsigh & Milestones)
For Milestones this includes trail-posts that also contain other non broken trails.
To check: Trail-posts without any trails. (potentially no decay)
Main trail-post vs Secondary trail-post.
--.MvGulik. 07:49, 29 September 2024 (UTC)