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)