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Krähenwolf

Vintarian
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Everything posted by Krähenwolf

  1. Sorry, forgot to mention those two specifically. Bowtorns are not that much of a problem with my setup...in ranged combat, at least. Funnily enough, the moment I step too close to them, they start doing their melee attack, which is a bunch more devastating than their shot. My wife already remarked that Gearfoots looked like "turned" Blackguard when they unstretch, so there might be something to it. But yes, more dangerous in Melee than in Ranged, ironically. I rarely see high-level Shivers, but when I do, they basically eviscerate me. Stilted are the worst, Iron is by far not enough to meet them face-to-face. I have one particular murder-hole disguising as a cave that I still could not fully explore, because there are two stilted ones constantly spawned there. I feel like reliving a trench war without trenches every time I crouch 5 meters further into it before dying. They are just hard to hit and too fast to not take one or two hits, by which point the rest of the cave has caught up to me. Anyway, Shivers in Temporal storms: Rare, but really deadly. Generally, Storms are fine for me up till medium level. Everything above still kills me in varying degrees of speed. Being weighed down in bad against shivers; being melee only is bad against Bowtorn and Drifters; not being able to heal is bad all around. Maybe I just need to git gud.
  2. Current Blackguard with full BG armor/shield/shortsword here that still has problems in high level storms. While everything up to corrupt drifters dies in about five hits and is alright to manage, nightmare tier is still a different number altogether. The five points of health more is just one more unblocked hit from a nightmare drifter with my equipment, and the damage barely gets me even. It IS easier than as a commoner, however.
  3. I think they should calm down a little bit sooner, though. Chickens only calming down at Gen 10 is one thing, because chickens multiply faster than rabbits if done correctly. But goats take four times as long for just a single offspring instead of three (5 days per henbox containing 3 eggs/20 days per goat). Which is fine in general, as you said, dairy should be more of a luxury problem; ....buuuut would it be that wrong to make them stand still at, say, Gen 7? Or cutting down their pregnancies somewhat, like to day 15? Also, there are probably mods for this and yes, you could also fiddle around with the game files...but I kinda don't like the idea of everyone having to workaround something that could just be more rewarding in an unaltered base game. Just to catch the usual comments.
  4. I might be wrong, but you can take the firewood out after creating the firepit in my experience. Just put a single stick in to start the fire afterwards, and you are free to burn all the Zwergenfürze (its also the joke on our server). Whats more annoying is that you always need firewood to make a firepit in general. If there were different recipes, like either four firewood OR eight sticks OR four planks OR...I don't know, 16 grass, then it would be more generous to stone age or nomad players. It works when filling other blocks like pit kilns (peat or firewood), troughs (whatever food goes in) and bloomeries (charcoal or black coal), so why not with the firepit?
  5. Oh, THAT'S whats happening! I knew I wasn't imagining single wolves bashing against my shield as if there were three of them! Thank you!
  6. I hate to admit it, but I am not a big fan of Bowtorns myself. Every enemy right now has certain problems (Wolves jump right through you, dealing damage while staying untouchable; shivers spend most of their time inside you, merging their hitbox with yours; Bears are...fine, but as every animal too silent; etc.), but Bowtorns are extra annoying. No matter where I sleep, at least one bowtorn makes camp right in front of my exit, enough feet away that I have to do a mad sprint through somewhat coverless terrain at them. At least they die very quickly. I don't know. Maybe its just the fact that they do high damage when you are not wearing armor. Five points is a lot when you are just learning the game and braving your first night. Once I have armor, they become far less of a menace because of the low damage tier. Teaches you to wear armor all the time...but then again, I kinda enjoy running around without armor in the summer, at least when I am tending to the farmstead. Drifters are less problematic, and I do not have that many issues with Shivers. Maybe a solution would be for them to do less damage (like 3 instead of 5), but have a higher damage tier. That would not be so problematic in the early game, but still make them dangerous in large swarms when going deep caving. Or maybe cap their maximum spawns like the shiver. I have yet to see true swarms of them, but occasionally, a rift spawns 3-4 of them that scatter in every direction, making cover impossible to seek. Bit of a rant, sorry. I like the general concept, but the execution seems...lacking.
  7. Thank you! Will try this next time we play that world! One more question, though: If I use this command when I am in the library, is the machine un-fixed, so will the doors be locked?
  8. Yes, I should have specified this more clearly: Are the lore books from the library exclusive to the library only? The wiki seems to say so; and I have only panned books from the "Letters", "Tobias", and "Falx" subset so far, so I was not sure.
  9. In short, there were two of us looting the Library simultaneously in the new savefile. Once we had collected all books, we noticed that some of them were duplicates (The Weight of Stone, Part 1-4 is doubled, for example). The first time, one of us was looting and the other was listening to the resonator, so we only got one copy of each, but now we didn't think of the implications of two people looting and opening the books at the same time. Since we wanted to continue our tradition of building a library with all Lore books and tapestries in the village, is there a possibility of getting the last volumes of the story by panning and trading? Or is this file cursed with incomplete stories now?
  10. We stumbled into this problem as well. Because there was a transcribe button, we assumed it meant that you could transcribe an entire book into another one. Nope, it just means you copy the current page unto a sheet of parchment. So now our winter nights are filled with transcribing the books from into books with colored leather we prepared beforehand - The weight of stone for example has a nice grey color, Admirer of the Miller is green for the acorn pendant, and so on. We also are building a small library where we put the tapestries and books into, once it is finished. When we are done, we'll bring the books back into the archives (or, at least, the base before it, into a fire-proof cellar) where they belong. We actually really feel like scribes doing it this way...although there really should be a way to do it faster.
  11. Had the same experience to both of them. I had drifters spawn in the tender evening sun, with no rift nearby; I had nights with apocalyptic activity and no rift nor drifter in sight; and my wife disabled temporal stability and rifts altogether and gets a caravan of mangled bodies crossing through each morning, from all sides, as far as the eye can see. Hitboxes have been a bit janky for me since I started playing around this time last year. But it was only drifters, until bowtorns got added. Those I could not reliably harvest, no matter what I did. And since the last update, its the same for everything, be it animal or eldritch horror. Whatever they did, it didn't quite help.
  12. I am still a bit baffled that there is no way to make a proper miners hat. We have got lanterns, we have got helmets, but no combination of the two. I would take a sizable reduction in head armor (like -15 to -20%) any day if it meant being able to protect myself with a shield when going caving. Then again, I am also perplexed that there is no miner class in the core game yet, given how often we hear from them in lore books...
  13. True, didn't think of the height problem for Bowtorns. And forests range from a deathtrap to a nice, slow stroll for me, but this varies with bush density. But yes, this might be too many predators in one area, regarding wolves and bears. Regarding shivers, I actually rarely encounter them. For some reason, I was only attacked a handful of times; once in a calm night when a deep one somehow made it up a pit and followed me for a while before attacking when I stopped. So its possible I didn't notice these problems. Aren't they supposed to be able to climb?
  14. I tend to build on plains near a nice forest. Every morning there he is, Billy the Bowtorn, sniping at me from 20+ blocks away once I leave my home, with no cover. Its basically his good morning call, 5 damage directly to the face. Sometimes he brings a friend, which makes his visits even more exciting! Jokes aside, I have nothing against Bowtorn per se. But I can see that the damage they do can be pretty frustrating, especially during the first couple days when resources are hard to come by and armor is non-existent. Counts double for new players trying to learn the game the old-school way, by playing it and not reading much about it unless needed (I did it this way and died a lot). I had made a post on Reddit about this, in my opinion, keeping shivers to the underground and bowtorns to forests would have helped a bunch. Drifters are the beginners reminder that something is amiss, let them find out how much is truly F-ed up once they got a bit of a start and armor in some form. Getting pin cushioned on night one without any way to fight back might be tedious, imo.
  15. Edit: Sorry for double-posting, but I had more ideas on that and wanted to elaborate further. Also sorry for any grammatical mistakes, english is not my first language (as you could guess from the name). This might also already be in a mod, but I am not familiar with many mods. You could make a chopping block by just holding right-click with an axe for about two seconds. For those worried about griefing, the block could check first if it has no block above it, and if it is not part of a tree. On the chopping block, you have two options: A: Create firewood or a debarked log with an axe, basically chopping the log along the lines like knapping, but a chop takes the whole line away. B: Create boards using a saw, with the same principle. From the boards, you can then make a worktable. On this, like in a smithy, you put your raw material (Boards, in this case) down, select the recipe you want and then have to assemble the rest, like in a firepit or pit kiln. Of course, you could also borrow from knapping mechanics and make several items at once, to save time (like, 2x/4x/8x wooden shingles), which requires each step to have the amount of material you would need for that. Come to think of that, a filter at the top would help organizing the crafting recipes. Otherwise, there would be far too many. What do you think of that?
  16. I'll probably be an outlier, but...woodworking. Making firewood and debarked logs with an axe at a chopping block, maybe boards with a saw as well; crafting a proper bench from it where to assemble and saw everything into furniture, shingles, and whatnot. Would also free up my memory from facts like "what orientation do the boards need to go in for stairs, and what way for slanted shingle roofs?" or "Did I need a hammer and an axe, or a hammer and chisel for debarked logs? And did I need a saw afterwards?".
  17. There are only two gripes I have with hunting right now: First, that animals seem to make no sound at all when, well, existing; and second, that animals do not occasionally - like, every 100 steps - leave a trail or footprint that you can spot. Especially since Hunter is my favorite: I am basically a butcher that is good with a bow. I cannot track animals, I cannot build better traps - I just shoot well and have a degree in meat preparation.
  18. In my opinion, there is nothing inherently wrong with combat as it is. But Creature AI could use a good overhaul. Wolves basically either jump past you or stand right inside you, making you unable to hit them. Bears are kinda the same, but at least have a bigger hitbox. If they would stop a bit further away from you and still be able to hit you, combat would be improved in that you could actually see what is happening. Likewise, wolves should not act like rabbits on caffeine the moment they spot you, but rather try to encircle you or evade you entirely when they are not hungry. A bit unrelated, but I am also a fan of bears hibernating for the winter, so that they become less of a threat...unless you go into the cave they are hibernating in. Drifters are mostly fine, but seem to sometimes hit "past" the shield when you are blocking. could also be that the stone hitbox is materialized behind your shield when they throw a stone too close to you, for some reason. Having rolls in first person is a no-go. Look up ES:Oblivion, where you got a dodge roll after reaching 75 acrobatics. half the time you are not sure if you are rolling, and the other half you are more disoriented than the enemy. Dual wielding could be fine, but being a medieval history nerd myself, it would only make sense to me if daggers were also introduced. Dual wielding was basically almost only done with a shorter weapon than your main weapon, because of the logistics - you needed to hit an opponent from two directions at the same time, and two equally long weapons just got in the way. Blocking, however, could be improved, though for the points made above.
  19. While I would love to see some early game mechanics like woodworking (Chopping Block for firewood and boards, workbench for everything board-related, works like an anvil) and herbalism (I want to feel like a shaman in the woods, marking the trees with beast repellent and grinding concoctions in a mortar), I think most what has been said before will be in the next update. That is, Coral Reefs, maybe more than one taming opportunity, more mechanical power; all of which will be well received as well. If I had one thing that would fit right into it, it would be changes to how wind works (direction-wise, for the ship) and maybe an overheating mechanic, in case we get a steam engine. Overheating could then be treated by: -strong winds (below a certain temperature, of course), -taking a dip into water (so the "soaking wet" does not mean a debuff all the time), -drinking water (Which I agree, does not need to be a second bar above hunger, but rather a new nutrition bar called "hydration" that prevents heat damage, but takes damage itself in hot temperatures - would even make juices more valuable!) or -cooling down in a building with a proper wind tower, like it was tradition in the Middle East before electricity arrived. I think if the wind and heat mechanic gets reworked in these ways, there would be something for everyone: Survival guys get new areas to be starving in, mechanics get new headscratchers on how to employ their power train, people longing for the oceans get a boat that works with wind and the need for drinking water while travelling, and builders get cool new structures to build in their desert or savanna setting. Just my two cents, feel free to comment.
  20. Don't worry, she will go in with bismuth bronze chain, I with a gambeson. Both of us have the drawback of having no good melee damage - she plays Malefactor, I play Hunter - so we will at least go for iron falx/recurve bows to level the playing field a bit. We are absolutely looking forward to it, already made a quick excursion into but have yet to go any deeper - we had almost no food after the trip and were building a forward camp first.
  21. I'll be honest, same. Its now the fourth year in my first world, and I am barely breaking into iron. On the other hand, my main base houses pigs, sheep and chickens; my cellar is full of storage vessels with crops, grain and meat; I have an orchard of pears and apples; a full windmill with helve hammer, pulverizer and quern. And then there is the north camp, which basically functions as a forward camp to the northern regions (about 20.000 blocks north) and has all amenities needed for a comfortable life in the bronze age, complete with a silver mine and bauxite plains. I plan to go to the Resonance Archives next, once I have gotten enough steel for tools and weapons. But then again, I'll probably take my time with this, so it might not be until year 5. With my wife, we have reached iron in Year 2, and are preparing for the RA, which we also have reached already. But when I see how quick others are to finish Chapter 1, I cannot help but feel slow again
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