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We need to make it exponential - or at least near it. It's way too easy to hit the max favor cap right now. As max favor increases it needs to get harder to gain. What we planned forever ago with a stock market-esque tributing system where items change value based on how often they're tributed will help as well.
The text was updated successfully, but these errors were encountered:
You should be able to set the values of the core, basic items, and then on load propegate the values of crafted items using the Iterables.find() method to get the repipe, getting it's parts, and calculating the value.
We need to make it exponential - or at least near it. It's way too easy to hit the max favor cap right now. As max favor increases it needs to get harder to gain. What we planned forever ago with a stock market-esque tributing system where items change value based on how often they're tributed will help as well.
The text was updated successfully, but these errors were encountered: