Jars one time use, need the crucible and smell ruins stealth even more.

Zombies are the walking dead. They are rotting. They stink. Very bad. Why are they smelling us, rather than us smelling them?

A wizard did it.

By which I mean: the answers to your question are the same as the answers to the question "why are dead, rotting, stinking carcasses walking, running, and trying to eat us?"
 
Perhaps they will in a later update. I'd like to see that myself or, at least, an option to have them. I get that they want rural to be rural, but it doesn't make sense to me to restrict that to a specific biome. It's more an aestethic than a mechanical consideration, imo, and should certainly put the quietus on some of the "they're making us play their way"...stuff.
Would be kind of neat to have one sub-biome within each biome that diversify gameplay. Perhaps some of the sub biomes would be additive to the difficulty of the biome so that you may have a smaller area within the forest than is more difficult than base desert or snow biomes as an example. I am not sure what sub biomes would be lore appropriate, but some new aesthetics within each biome would be welcome.
 
We're adding sandbox options in 2.8. I added "Vending machines are broken" as an option due to your suggestion, although that will make candy obsolete unless we add a way to find it. I mainly like the elixers but the rock busters and salvage ones are great. We already have trader options planned as well as item archtype abundancy options so you'll be able to fine tune to your hearts content what your idea of balance should be, and yes, this should help us balance the discrepancy between sp and mp.
Perhaps consider adding some or all of the candies to the medical or pharmacy loot table, with a lower spawn chance in the grocery store tables.
 
Back
Top