Actually, i did mention the insane spawn rate once, when the hills area was added. And he is right, sometimes it is problematic to even loot/organize the loot in inventory, cuz new mobs r popping. Most of thetimes it is okay tho, but sometimes it feels like a war zone(not in the good way). I'm not sure how the mobs r spawning but a little optimalization could be usefull for sure.
I kinda used to the fast updates from u, so i didnt really move forward after discovering a couple bugs, balance issues. In general i do continue till the immersion is there. Crashing via shield craft,missing fountain, nonscavengable items r ignorable, but things like the scavenging issue is not. The reasons r simple. For proper testing, i would always do the most effective things for my character. And frankly spamming a few buttons to gain infinite materials and global skillpoints(which is spendable on meditation!!

) is not. And this is not a bug afaik, this is a balance issue. Generally i should have use up all/most of my materials to gain more skillpoints before i move out form the base again. And by doing my normal crafts, i encounter infinite materials. So yeah, that is a problem. It's like the user is in an infinite loop

We all know ofc that infinite loops r a littlebit problematic in programming
Rope works as "intended". The problem is that I cannot identify where to put the rope that is in use. It would be to bothering to have the champions equip it each time they come near a "terrain", and desequip it afterward. So I choose this solution. The more and better rope in the inventory, the more bonus you get, but all ropes are deteriorated. Your call. If you guys have a better idea, I will take it.
I think instead of deterioration of the ropes, it could have charges. When we craft a poor rope it has low charges, when we craft an excellent one, then it has more charges. If we right click 1 rope to another, the rope which has the lower charge will be destroyed,(just like the scavenging) and the other rope's charges r increased with that amount. When we use these ropes, instead of deterioration, the charges r going down. I never had a rope before, so sry if i misunderstood how it works etc currently.
Well, maybe some tiny hints, but I am not to fond about this.
Sometimes quotes r nice to use

I had absolutely no idea what u were talking about, till i reread the last comments..
Meditation increasing on spell use, I rather say no. You already have spell "schools" as native skills. Having TLC spell schools would be quite feasible I guess, but would come as something "weird". It would have to be really thought. Don't forget that I need to have scope for the characters to grow. So maybe some late game "Archmagus" skills could be conceivable.
I'm sorry, i dont quite understand what this has to do with my idea

Currently the meditation autoincrease is based on luck and time spent. I do think that this is a problem, cuz that doesnt make too much sense. In my eyes this is like u get better in football, if u like the green color more then the red. Can u pls elaborate ur opinion a little more?:)
Waterskin refill has to do with the onUse hook. So you have to "use" it to refresh.
Yea, but didnt u program it to work like this? Isnt there an onDrag or onSelectedItem or onMouseOver hook?
Pls guys, tell him how terrible is the quest complete sound
