Plan: P4/P5 decisions (lightning hits trees only, server-set rot speed, Old Stag in, antler pickaxe stats)
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@@ -208,14 +208,16 @@ so on a server everyone faces the same bear and the same alpha.
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- **Food spoilage**: raw meat and fish rot after 2 in-game days (berries
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3, mushrooms 4). A **smoking rack** (wood, fibre) and **salt** (from the
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sea-cliff rocks) preserve them. Cooked food keeps longer. Makes storing
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food a choice, and feeds the bear/crow raids.
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food a choice, and feeds the bear/crow raids. *Decided: a server (and a
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new single-player world) can set slower rot*, like the difficulty rules.
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- **Food poisoning**: raw meat sometimes makes you sick (stamina regen
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halved, can't eat for a minute). Cooking fixes it.
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- **Blizzards**: on cold days a blizzard can roll in: visibility drops,
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warmth falls fast outside, snow piles on roofs. Being sheltered matters.
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- **Lightning**: in storms, lightning can strike tall things near the rim;
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a struck tree or **wooden** piece catches fire and burns for a while
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(stone doesn't). Optional (§8), as losing a base to weather can feel unfair.
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a struck tree catches fire and burns for a while. *Decided: trees only,
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for now* (buildings are never struck; losing a base to weather can feel
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unfair). Wooden pieces burning may come later as a server rule.
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- **Hard winters**: every ~12 days, three cold days in a row (snow down to
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the valley, the lake edge freezes, fewer animals). A seasonal goal: stock
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food and fuel before it.
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@@ -224,8 +226,10 @@ so on a server everyone faces the same bear and the same alpha.
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Three **barrow key pieces** (from barrow chests) open the **standing
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stones** on the rim. At night they summon the **Old Stag**, a huge antlered
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spirit: charges, summons a wolf pack, has phases. Beating it drops its
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antler: **antler pickaxe** (mines anything, even granite, fast) and a
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trophy. The world remembers it was beaten (a message on a server).
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antler: the **antler pickaxe** and a trophy. The world remembers it was
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beaten (a message on a server). *Decided: the boss is in.* The antler
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pickaxe mines faster than iron, lasts a little longer and costs less
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stamina a swing (no granite: P2 didn't add it).
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It's a milestone, not a gate: nothing is locked behind it except bragging
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rights and the best pickaxe. More bosses can come with new worldlets.
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@@ -245,14 +249,14 @@ P3 and P5 are creatures, so they should come **after M2.5**, built directly
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on the server-side creature code instead of being written twice. P4 can come
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any time; spoilage on a server runs with the shared clock.
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## 8. Questions for you
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1. **Durability:** tools wear out and need repairing (recommended: it's
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what makes iron matter), or tools last forever?
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2. **Lightning and fire:** can storms set wooden buildings alight, or keep
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weather from destroying bases?
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3. **Raids:** should adversaries damage buildings (the alpha breaking wooden
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doors, the bear raiding chests), or only threaten the player?
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4. **The boss:** worth having (the Old Stag), or keep it to the wild
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island with no boss fights?
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5. **Order:** P1 iron + P2 stone now, then M2.5, then the creatures? Or
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M2.5 first?
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## 8. Decisions
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1. **Durability:** tools wear out and are repaired (built in P1).
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2. **Lightning and fire:** lightning strikes trees only, for now; it never
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sets buildings alight.
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3. **Raids:** adversaries can damage and raid (the alpha breaks wooden
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doors, the bear empties food chests; built in P3).
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4. **The boss:** yes, the Old Stag (P5).
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5. **Order:** P1, P2, M2.5, P3 done; P4 next, then P5.
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6. **Spoilage:** a server (or a new world) can set slower rot.
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7. **Antler pickaxe:** mines faster than iron, lasts a little longer, less
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stamina a swing.
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