New Foraging Mechanics

Posted 13 January 2021, 04:04:30 UTC :: Last edited 13 January 2021, 04:04:30 UTC by Cryptickoi

New Foraging Mechanics has been Added

We have revised how foraging works and thus have changed the system to make it both easier on mods and more in-depth for users! Please read below to view the change list.

Pets

Foraging pets have been included in drop rates for every area (Secret areas are coming soon). This means every area will drop 1x foraging item as usual and 1x pet exclusive to that area. This means every foraging drop will guarantee a drop of 2 items. Pets added are as follows.

  • The Caves - Gemkin
  • The Grassland - Clofty
  • The Forest - Croager
  • The Devil's Stepping Stones - Kitter
  • The Breathing bridges - Snapper
  • The Wasp's Nest - Rexi

These pets will also be available in the petshop for purchase in mystery packs based on their Harrow Foraging level. 

Energy

Energy has now replaced stat nerfs for foraging. Every area for foraging will deplete your energy, the more high-risk the area will determine how much energy is lost. Energy depletion has been included on the foraging page to show how much each area costs. If you submit a character that doesn't have enough energy, they will be rejected. Energy can be replenished by buying medkits and more (coming soon). Please ensure you attach your characters on your prompt so that we can take energy off them. Not adding your characters may mean your submission will be rejected.

Stat Requirements

Instead of our old manual system for determining rare drop rates, we have instead put in place stat requirements that your character must have to search a certain area. Rare drops will be the same rarity for every character that reaches the threshold. If your character does not have enough of a certain stat to enter an area you can purchase stat modifiers in the Black Market to get them over the line. 

 

That should be about it! Have fun exploring! 

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