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Pallanza

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  1. Thought a little bit more, and came up with another minor Commoner perk that helps with the production of rope. Cooper: Increased drop amount for reeds from Cooper's Reeds/Papyrus
  2. There was a discussion of player classes a while back where some posters stated that the commoner feels boring or plain, and has no reason to be chosen over almost any other class because solo or multiplayer, the others all have a higher net positive contribution due to their perks in spite of their flaws. Turning this starting point over and over in my head, I came to the idea of giving the commoner some perks, but with the key of them not directly relating to combat, hunting or mining. Perk: Laborer - Higher charcoal drop amount when breaking a charcoal stack, faster digging speed, faster lumberjacking speed. Class-Specific Item: Pitchfork - A humble tool for humble people. Used for tending fields, loosening soil and, in a pinch, fending off attackers. The pitchfork is really a combination between two real life tools, the pitching tool of the same name, and the garden fork which can be used to turn soil in preparation for planting. This tool is meant to act as a sort of multi-tool and primitive weapon, freeing up slots that would have to be taken by a spear, shovel and hoe for other users while still making those role-specific tools better in most ways if you're willing to haul them all around. I was also partially inspired by Warhammer Fantasy's Brettonian Peasant Mobs, many of whom are sent into battle using only their work tools for defense and the pitchfork being one of them. Durability: 100 Tool Tier: 0 Mining Speed: Soil 1.75x, Charcoal 1.75x, Thatch 1.75x Attack Power: -2.3 hp Attack Tier: 1 Attack Range: 3m Left-click: Attack if enemy is targeted with a thrust, dig if a terrain block is targeted Right-click: Tills soil into farmland if targeted Crafting: S S S x L x K L x S - Sticks L - Log (any type) K - Knife x - Blank space The tool allows commoners to fulfill a support role in the form of basic labor that can be expected on a regular basis in early and mid-game; making/expanding farms and creating charcoal. It's made from simple materials that can obtained once the user has enough stones to knap an axe and knife, but is more limited in combat application than a regular spear which can be thrown (for extra damage by a Hunter) and has more reach (with more melee damage if used by a Blackguard). A sling still provides longer engagement capabilities for relatively cheap materials and ammo so Malefactors still have an edge in early-game hunting. It does offer the same amount of damage as an obsidian spear with more range than an axe or stick, which means the Commoner can use it as an early-game melee defense in addition to its homesteading role. Because it's class-specific, the hoe isn't invalidated as an item since in a single-player game other classes won't be able to make it, and the hoe has a faster digging speed as well as metal variants with more durability and even higher digging speed. A similar principle applies to the shovel, with the bonus of the shovel also having bonuses for snow, sand and gravel. I feel like these perks don't step on the toes of any other class and give the Commoner a bit more flavor. You really get the sense of them being a straight-forward worker who handles the thankless, glory-less tasks that the others don't care for. And you can finally yell at all those damn drifters and wolves to "get th'hell off me land!" while shaking your fork at them in an aggressive manner.
  3. There seems to be a bug where you can't pick up a fired ceramic brood pot. I made a raw one, fired it in a pit kiln, and when it was finished I tried to pick it up. Instead, it transformed into a smaller model of itself that can't be interacted it, but acts like a standard item drop in terms of being pushed around by blocks being put down.
  4. Splitting the current in-game spear into a dedicated melee spear item and a javelin item would be nice. Spears would provide better range than swords, at the cost of lower DPS. Javelins could stack up to 4 per inventory slot, providing a high burst damage, but low ammo count alternative to archery. And it would round out the primitive ranged weapon trifecta of arrows, slings and throwing spears. Slings in this case would be the medium ground, offering longer range and easier ammo production but lower burst damage than javelins, and worse DPS than arrows.
  5. If we go by certain items and journal entries in the game (references to the Hanseatic League, the Sami indigenous people, Germanic/Dutch titles of nobility), the story and its characters revolve around the relative area of the countries surrounding the Baltic/North Sea. One could make an argument that titles have been used in fantasy settings despite not being a one-to-one expy of a real life culture (such as Warhammer Fantasy with the Empire mimicking the Holy Roman Empire, Bretonnia aping France, etc). However, it's fairly unheard of for a fantasy setting to outright use the exact same names for regions or ethnicity as they appear in real life. There's no way to pass off "Hanseatic" or "Sami" as just being some coincidental term.
  6. I'm copying this from the Frequently Suggested topic since a while ago someone recommended I create a separate thread for this. I think this should also give it a bit more visibility where hopefully it can get more input/testing data. I took a look at some gameplay featuring the sling in the upcoming 1.16 patch and while I like how the sling is now a part of the game, I can't say it's impressed me in terms of implementation. The only ammunition you get are regular stones, and in terms of functionality it's no different than a simple bow with flint arrows. I'd like to see it differentiated via some stat tweaks and for some other forms of ammo to be replaced. I spent some time using the wiki entry for damage values using a simple bow with various arrows to come up with some ideas. My suggestions are based around some premises that I'll state for clarity. Premise 1: Slingers were heavily valued in the ancient world (especially around the Mediterranean) and even considered preferable to archery in some cases not just due to simplicity of ammo and construction, but even for other things such as dealing with armor or better range compared to many bows of the time. See the Balearic slingers or the Rhodian slingers, Xenophon in Kyrou Anabasis states that Rhodian slingers were able to outrange Persian archers. They even had some use as late at the Battle of Hastings, where slingers were placed in the front ranks to skirmish at the beginning of the fight. Premise 2: Said bows of the time were of simpler construction and lower draw weight than bows of later periods, and should be compared to the crude or simple bows in game. Long bows and recurve bows should absolutely outperform a sling in virtually every way except simplicity of ammo Premise 3: A simple bow should still begin to outperform a sling at a certain point that is not unreasonably early or late in the hands of a Malefactor. A hunter should be able to outperform them with everything but crude bows and arrows. This is to avoid taking away from the Hunter's role as the dedicated range class, and force the Malefactor to eventually switch to bows and arrows. Premise 4: Slinging is slower than archery due to needing "windup" and weapon design. A bow requires pulling an arrow from your quiver, nocking it, drawing, and loosing. Once you loose, you can immediately begin the process again without any further wait. A sling requires taking a sling bullet from your pocket/quiver, placing it in the pouch of the sling, making one full rotation at least to gain maximum velocity, releasing the bullet, then retrieving the "knot" end of the sling to put between your fingers again before restarting the process. Using my 30-pound draw weight olympic recurve bow and an improvised sling made from paracord and a patch of fabric, I tested to see how many shots I could get out with each weapon over a 10 second period. Using the bow, I put out 6 arrows with full draw. Using the sling, I put out 4 rocks. This test only took into account firing as fast as possible with reasonable technique, not trying to get a bullseye with every shot Premise 5: At least two other types of ammo existed for slings in historical records, not just stones. Fired clay bullets were produced due to being able to guarantee better uniformity in shape compared to raw stones. Lead bullets were also produced due to the density of lead allowing for more potential energy to be delivered with every shot From what I've seen, the sling currently does 2.5 damage, same as a simple bow with flint arrows according to the wiki. It also seems to fire at the same rate as said simple bow. I would buff the damage to 3, and reduce the firerate to 66% of the simple bow. If the sling could also be set to fire a bit farther than the simple bow, even by just 10%, that would also be good. This would also make it stand out in function compared to the simple bow, where the sling offers better dmg/hit and a bit better range, but has a lower dps overall and a worse performer against multiple enemies due to the slower speed. Two other sling bullets should be added, acting as upgrades to the basic stones; if stones are tier 0 like crude arrows, these would be tier 1 and tier 2. Tier 1: Clay bullets - Made from clay molding, needs to be fired in a pit kiln to use. Increases damage to 3.35. Arrow equivalent would be Flint Arrows Tier 2: Lead bullets - Made from casting lead in a mold. Increases damage to 4.25. Arrow equivalent would be Copper Arrows For the sake of simple calculations, I treated a simple bow's firing rate to be 1 second per arrow, and then utilizing my real world test and the wiki's entry for simple bow + arrow values I ran some calculations for damage per hit (DPH), time to kill on common enemies (TTK) and number of shots needed (rounding up to the nearest whole number since fractional HP values are a thing in game). If a simple bow's firing rate doesn't match up exactly to 1 second, then the overall pattern should still hold up as the sling's firing rate would still be 66% of whatever its actual fire rate is. TTK is based on the rounded up number, since you can't fire "half" or "a third of" an arrow/sling bullet. Hunter bonuses to ranged damage are using the 20% buff they'll be receiving in 1.16. Malefactor 25% bow drawing penalty is taken into account as a simple 0.75 multiplier against the archery values. 6 shots/10 sec = 1.66 sec per shot Crude Arrows (2.25 DPH commoner, 2.7 DPH hunter) Chicken dead in 3.32 sec (2 shots per commoner/hunter) Rabbit dead in 4.98 sec (3 shots per commoner) Rabbit dead in 3.32 sec (2 shots per hunter) Wolf dead in 8.3 sec (5 shots per commoner) Wolf dead in 6.64 sec (4 shots per hunter) Drifter dead in 9.96 sec (6 shots per commoner) Drifter dead in 8.3 sec (5 shots per hunter) Deep Drifter dead in 13.28 sec (8 shots per commoner) Deep Drifter dead in 9.96 sec (6 shots per hunter) Flint Arrows (2.5 DPH commoner, 3 DPH hunter) Chicken dead in 3.32 sec (2 shots per commoner) Chicken dead in 1.66 sec (1 shot per hunter) Rabbit dead in 3.32 sec (2 shots per commoner/hunter) Wolf dead in 6.64 sec (4 shots per commoner/hunter) Drifter dead in 8.3 sec (5 shots per commoner) Drifter dead in 6.64 sec (4 shots per hunter) Deep Drifter dead in 11.62 sec (7 shots per commoner) Deep Drifter dead in 9.96 sec (6 shots per hunter) Copper Arrows (3 DPH commoner, 3.6 DPH hunter) Chicken dead in 1.66 sec (1 shot per commoner/hunter) Rabbit dead in 3.32 sec (2 shots per commoner/hunter) Wolf dead in 6.64 sec (4 shots per commoner) Wolf dead in 4.98 sec (3 shots per hunter) Drifter dead in 6.64 sec (4 shots per commoner) Drifter dead in 6.64 sec (4 shots per hunter) Deep Drifter dead in 9.96 sec (6 shots per commoner) Deep Drifter dead in 8.3 sec (5 shots per hunter) Tin/Bismuth Bronze Arrows (4 DPH commoner, 4.8 DPH hunter) Chicken dead in 1.66 sec (1 shot per commoner/hunter) Rabbit dead in 3.32 sec (2 shots per commoner/hunter) Wolf dead in 4.98 sec (3 shots per commoner) Wolf dead in 4.98 sec (3 shots per hunter) Drifter dead in 4.98 sec (3 shots per commoner) Drifter dead in 4.98 sec (3 shots per hunter) Deep Drifter dead in 6.64 sec (4 shots per commoner) Deep Drifter dead in 6.64 sec (4 shots per hunter) 4 shots/10 sec = 2.5 sec per shot Stones (3 DPH) - Worse TTK than a Tier 0 Commoner against everything but chickens, better DPH Chicken dead in 2.5 sec (1 shot per malefactor) Rabbit dead in 5 sec (2 shots) Wolf dead in 10 sec (4 shots) Drifter dead in 10 sec (4 shots) Deep Drifter dead in 15 sec (6 shots) Clay Shot (3.35 DPH) - Worse TTK than a Tier 1 Commoner against everything but chickens, better DPH Chicken dead in 2.5 sec (1 shot) Rabbit dead in 5 sec (2 shots) Wolf dead in 7.5 sec (3 shots) Drifter dead in 10 sec (4 shots) Deep Drifter dead in 12.5 sec (5 shots) Lead Shot (4.25 DPH) - Worse TTK than a Tier 2 Commoner against everything but chickens, better DPH Chicken dead in 2.5 sec (1 shot) Rabbit dead in 5 sec (2 shots) Wolf dead in 7.5 sec (3 shots) Drifter dead in 7.5 sec (3 shots) Deep Drifter dead in 10 sec (4 shots) Flint Arrows (1.875 DPH) Chicken dead in 3.32 sec (2 shots) Rabbit dead in 4.98 sec (3 shots) Wolf dead in 9.96 sec (6 shots) Drifter dead in 11.62 sec (7 shots) Deep Drifter dead in 14.94 sec (9 shots) Copper Arrows (2.25 DPH) Chicken dead in 3.32 sec (2 shots) Rabbit dead in 4.98 sec (3 shots) Wolf dead in 8.3 sec (5 shots) Drifter dead in 9.96 sec (6 shots) Deep Drifter dead in 13.28 sec (8 shots) Tin/Bismuth Bronze Arrows (3 DPH) Chicken dead in 1.66 sec (1 shot) Rabbit dead in 3.32 sec (2 shots) Wolf dead in 6.64 sec (4 shots) Drifter dead in 6.64 sec (4 shots) Deep Drifter dead in 9.96 sec (6 shots) At all bullet tiers Malefactors have mostly worse TTK but better DPH than Commoners with a simple bow and equal tier arrows Tier 0 bullets (stones) are easy to acquire out in the field and does not need to undergo any crafting to use Tier 1 bullets need access to clay and a pit kiln, forcing players to stock up at a base, but kill wolves faster than Tier 0 A Hunter with a Simple Bow and flint arrows will have mostly superior TTK than lead bullets. Malefactors can get better TTK with bronze arrows than with lead bullets in exchange for more costly ammo production The higher TTK Malefactors experience is somewhat balanced out by their lower aggro range Once a Commoner gets a steady supply of at least bronze arrows, or can make a long bow, the sling's comparability drops and the Commoner becomes outright better at ranged combat than the Malefactor. In comparison, a Hunter with flint arrows can already kill enemies faster than a Malefactor with lead bullets, without needing any metal to be invested into ammo. And once they get bronze arrows, they beat a sling in both TTK and DPH. This is to say nothing about getting iron arrows, or upgrading to a long bow or recurve bow which further improves archery's performance compared to slinging. As for the Malefactor, this modified slinging increases the sling's longevity to about the bronze age, at which point they would be better off switching to the simple bow (unless they value economy of ammo over effectiveness in combat). They get extended usefulness out of the sling, while still falling into the role of "easier early game, but suffers in late game". Lead bullets hit hard and give them the same damage as a thrown flint spear (after the weapon damage penalty) at slinging ranges, but suffers from lead only spawning in sedimentary rock (copper spawns almost everywhere) and being unable to pan for it (unlike copper) as a balancing act. It also gives lead more in-game uses than what it currently has. Of course, I'd like to see veterans with more experience or capability for value testing comment on this and give their opinions. But I feel these modifications would do slinging more justice rather than its current implementation which is fairly bland and limited.
  7. Walled homesteads as the largest settlement you could find would make some sense compared to an open village like in Minecraft due to the better security it would provide against both wild animals and Drifter spawns at night. A simple wooden palisade or cobblestone wall surrounding one or two buildings, a well and a single crop field/workshop/open courtyard wouldn't take up that much space. The buildings could even incorporate the palisade as their external facing walls. These would be the upper end and rarest spawns, with anywhere between 4-6 villagers. Far more common would be single building cabins with an attached fenced garden that only have one to two villagers living in them.
  8. I can, but I've also recently created two topics and I'm worried it might get counted as spamming if I create yet another one with the relatively slow speed of this part of the forum.
  9. I took a look at some gameplay featuring the sling in the upcoming 1.16 patch and while I like how the sling is now a part of the game, I can't say it's impressed me in terms of implementation. The only ammunition you get are regular stones, and in terms of functionality it's no different than a simple bow with flint arrows. I'd like to see it differentiated via some stat tweaks and for some other forms of ammo to be replaced. I spent some time using the wiki entry for damage values using a simple bow with various arrows to come up with some ideas. My suggestions are based around some premises that I'll state for clarity. Premise 1: Slingers were heavily valued in the ancient world (especially around the Mediterranean) and even considered preferable to archery in some cases not just due to simplicity of ammo and construction, but even for other things such as dealing with armor or better range compared to many bows of the time. See the Balearic slingers or the Rhodian slingers, Xenophon in Kyrou Anabasis states that Rhodian slingers were able to outrange Persian archers. They even had some use as late at the Battle of Hastings, where slingers were placed in the front ranks to skirmish at the beginning of the fight. Premise 2: Said bows of the time were of simpler construction and lower draw weight than bows of later periods, and should be compared to the crude or simple bows in game. Long bows and recurve bows should absolutely outperform a sling in virtually every way except simplicity of ammo Premise 3: A simple bow should still begin to outperform a sling at a certain point that is not unreasonably early or late in the hands of a Malefactor. A hunter should be able to outperform them with everything but crude bows and arrows. This is to avoid taking away from the Hunter's role as the dedicated range class, and force the Malefactor to eventually switch to bows and arrows. Premise 4: Slinging is slower than archery due to needing "windup" and weapon design. A bow requires pulling an arrow from your quiver, nocking it, drawing, and loosing. Once you loose, you can immediately begin the process again without any further wait. A sling requires taking a sling bullet from your pocket/quiver, placing it in the pouch of the sling, making one full rotation at least to gain maximum velocity, releasing the bullet, then retrieving the "knot" end of the sling to put between your fingers again before restarting the process. Using my 30-pound draw weight olympic recurve bow and an improvised sling made from paracord and a patch of fabric, I tested to see how many shots I could get out with each weapon over a 10 second period. Using the bow, I put out 6 arrows with full draw. Using the sling, I put out 4 rocks. This test only took into account firing as fast as possible with reasonable technique, not trying to get a bullseye with every shot Premise 5: At least two other types of ammo existed for slings in historical records, not just stones. Fired clay bullets were produced due to being able to guarantee better uniformity in shape compared to raw stones. Lead bullets were also produced due to the density of lead allowing for more potential energy to be delivered with every shot From what I've seen, the sling currently does 2.5 damage, same as a simple bow with flint arrows according to the wiki. It also seems to fire at the same rate as said simple bow. I would buff the damage to 3, and reduce the firerate to 66% of the simple bow. If the sling could also be set to fire a bit farther than the simple bow, even by just 10%, that would also be good. This would also make it stand out in function compared to the simple bow, where the sling offers better dmg/hit and a bit better range, but has a lower dps overall and a worse performer against multiple enemies due to the slower speed. Two other sling bullets should be added, acting as upgrades to the basic stones; if stones are tier 0 like crude arrows, these would be tier 1 and tier 2. Tier 1: Clay bullets - Made from clay molding, needs to be fired in a pit kiln to use. Increases damage to 3.35. Arrow equivalent would be Flint Arrows Tier 2: Lead bullets - Made from casting lead in a mold. Increases damage to 4.25. Arrow equivalent would be Copper Arrows For the sake of simple calculations, I treated a simple bow's firing rate to be 1 second per arrow, and then utilizing my real world test and the wiki's entry for simple bow + arrow values I ran some calculations for damage per hit (DPH), time to kill on common enemies (TTK) and number of shots needed (rounding up to the nearest whole number since fractional HP values are a thing in game). If a simple bow's firing rate doesn't match up exactly to 1 second, then the overall pattern should still hold up as the sling's firing rate would still be 66% of whatever its actual fire rate is. TTK is based on the rounded up number, since you can't fire "half" or "a third of" an arrow/sling bullet. Hunter bonuses to ranged damage are using the 20% buff they'll be receiving in 1.16. Malefactor 25% bow drawing penalty is taken into account as a simple 0.75 multiplier against the archery values. 6 shots/10 sec = 1.66 sec per shot Crude Arrows (2.25 DPH commoner, 2.7 DPH hunter) Chicken dead in 3.32 sec (2 shots per commoner/hunter) Rabbit dead in 4.98 sec (3 shots per commoner) Rabbit dead in 3.32 sec (2 shots per hunter) Wolf dead in 8.3 sec (5 shots per commoner) Wolf dead in 6.64 sec (4 shots per hunter) Drifter dead in 9.96 sec (6 shots per commoner) Drifter dead in 8.3 sec (5 shots per hunter) Deep Drifter dead in 13.28 sec (8 shots per commoner) Deep Drifter dead in 9.96 sec (6 shots per hunter) Flint Arrows (2.5 DPH commoner, 3 DPH hunter) Chicken dead in 3.32 sec (2 shots per commoner) Chicken dead in 1.66 sec (1 shot per hunter) Rabbit dead in 3.32 sec (2 shots per commoner/hunter) Wolf dead in 6.64 sec (4 shots per commoner/hunter) Drifter dead in 8.3 sec (5 shots per commoner) Drifter dead in 6.64 sec (4 shots per hunter) Deep Drifter dead in 11.62 sec (7 shots per commoner) Deep Drifter dead in 9.96 sec (6 shots per hunter) Copper Arrows (3 DPH commoner, 3.6 DPH hunter) Chicken dead in 1.66 sec (1 shot per commoner/hunter) Rabbit dead in 3.32 sec (2 shots per commoner/hunter) Wolf dead in 6.64 sec (4 shots per commoner) Wolf dead in 4.98 sec (3 shots per hunter) Drifter dead in 6.64 sec (4 shots per commoner) Drifter dead in 6.64 sec (4 shots per hunter) Deep Drifter dead in 9.96 sec (6 shots per commoner) Deep Drifter dead in 8.3 sec (5 shots per hunter) Tin/Bismuth Bronze Arrows (4 DPH commoner, 4.8 DPH hunter) Chicken dead in 1.66 sec (1 shot per commoner/hunter) Rabbit dead in 3.32 sec (2 shots per commoner/hunter) Wolf dead in 4.98 sec (3 shots per commoner) Wolf dead in 4.98 sec (3 shots per hunter) Drifter dead in 4.98 sec (3 shots per commoner) Drifter dead in 4.98 sec (3 shots per hunter) Deep Drifter dead in 6.64 sec (4 shots per commoner) Deep Drifter dead in 6.64 sec (4 shots per hunter) 4 shots/10 sec = 2.5 sec per shot Stones (3 DPH) - Worse TTK than a Tier 0 Commoner against everything but chickens, better DPH Chicken dead in 2.5 sec (1 shot per malefactor) Rabbit dead in 5 sec (2 shots) Wolf dead in 10 sec (4 shots) Drifter dead in 10 sec (4 shots) Deep Drifter dead in 15 sec (6 shots) Clay Shot (3.35 DPH) - Worse TTK than a Tier 1 Commoner against everything but chickens, better DPH Chicken dead in 2.5 sec (1 shot) Rabbit dead in 5 sec (2 shots) Wolf dead in 7.5 sec (3 shots) Drifter dead in 10 sec (4 shots) Deep Drifter dead in 12.5 sec (5 shots) Lead Shot (4.25 DPH) - Worse TTK than a Tier 2 Commoner against everything but chickens, better DPH Chicken dead in 2.5 sec (1 shot) Rabbit dead in 5 sec (2 shots) Wolf dead in 7.5 sec (3 shots) Drifter dead in 7.5 sec (3 shots) Deep Drifter dead in 10 sec (4 shots) Flint Arrows (1.875 DPH) Chicken dead in 3.32 sec (2 shots) Rabbit dead in 4.98 sec (3 shots) Wolf dead in 9.96 sec (6 shots) Drifter dead in 11.62 sec (7 shots) Deep Drifter dead in 14.94 sec (9 shots) Copper Arrows (2.25 DPH) Chicken dead in 3.32 sec (2 shots) Rabbit dead in 4.98 sec (3 shots) Wolf dead in 8.3 sec (5 shots) Drifter dead in 9.96 sec (6 shots) Deep Drifter dead in 13.28 sec (8 shots) Tin/Bismuth Bronze Arrows (3 DPH) Chicken dead in 1.66 sec (1 shot) Rabbit dead in 3.32 sec (2 shots) Wolf dead in 6.64 sec (4 shots) Drifter dead in 6.64 sec (4 shots) Deep Drifter dead in 9.96 sec (6 shots) At all bullet tiers Malefactors have mostly worse TTK but better DPH than Commoners with a simple bow and equal tier arrows Tier 0 bullets are easy to acquire out in the field and does not need to undergo any crafting to use Tier 1 bullets need access to clay and a pit kiln, forcing players to stock up at a base, but kill wolves faster than Tier 0 A Hunter with a Simple Bow and flint arrows will have mostly superior TTK than lead bullets. Malefactors can get better TTK with bronze arrows than with lead bullets in exchange for more costly ammo production The higher TTK Malefactors experience is somewhat balanced out by their lower aggro range Once a Commoner gets a steady supply of at least bronze arrows, or can make a long bow, the sling's comparability drops and the Commoner becomes outright better at ranged combat than the Malefactor. In comparison, a Hunter with flint arrows can already kill enemies faster than a Malefactor with lead bullets, without needing any metal to be invested into ammo. And once they get bronze arrows, they beat a sling in both TTK and DPH. This is to say nothing about getting iron arrows, or upgrading to a long bow or recurve bow which further improves archery's performance compared to slinging. As for the Malefactor, this modified slinging increases the sling's longevity to about the bronze age, at which point they would be better off switching to the simple bow (unless they value economy of ammo over effectiveness in combat). They get extended usefulness out of the sling, while still falling into the role of "easier early game, but suffers in late game". Lead bullets hit hard and give them the same damage as a thrown flint spear (after the weapon damage penalty) at slinging ranges, but suffers from lead only spawning in sedimentary rock (copper spawns almost everywhere) and being unable to pan for it (unlike copper) as a balancing act. It also gives lead more in-game uses than what it currently has. Of course, I'd like to see veterans with more experience or capability for value testing comment on this and give their opinions. But I feel these modifications would do slinging more justice rather than its current implementation which is fairly bland and limited.
  10. As someone who loved learning about Greek and Balearic slingers, I'm very excited by this (and in general whenever lesser known medieval/antiquity weapons are present in games). This might make me play as a Malefactor instead of a Hunter, just to play "catch" with a Drifter. Let's see whose stone can hit harder. Now if only crossbows were a base game alternative to the bow so I wouldn't have to worry about mod conflicts...
  11. Adding the ability to guard against an attack to prevent damage in exchange for weapon durability loss and slight knockback might be cool. It would also give another use to the offhand slot for holding a shield. If you have a shield equipped there, blocking uses the shield durability instead and the knockback is practically eliminated. In exchange you suffer a slight damage and speed penalty to your melee attacks (since now you can only wield them one-handed and put less force into each strike). Swords could block without a shield using right click, but spears have their ranged attack instead. When using a shield, the one-handed penalty is either lowered or eliminated with a sword, whereas with a spear your ranged attack gets replaced with the ability to block instead. Drifters could also have rare variants that spawn with shields equipped and the ability to block. To balance it out though, their shields should be corroded to hell and shatter after soaking a few of your attacks, allowing you to defeat them as normal. The presence of a shield would also help to deal with the incoming stone throwing ability they'll be getting in future updates, since I can already see getting showered with stones for 1 damage each every time you walk into their line of sight getting real annoying after the initial novelty wears off.
  12. One of the things I've noticed in my playthroughs is that there isn't really a reason to stray from using flax as your K-type crop. Carrots, rice, soybeans and cassava don't even compare to the benefit of twine, especially since you can just get your food crops from the N and P categories. Combine this with nutrient depletion (which make no mistake, I do like as a game mechanic since it forces crop rotation and fertilization), and you'll find that there's essentially one combination that won't force you to make a ludicrous amount of farmland, micromanage your planting schedule beyond regular crop rotation, or suffer from reduced yields: Spelt/Rye + Flax + Onions/Parsnip. Furthermore, since Spelt is faster growing than Rye for the same amount of satiety and nutrient depletion, ultimately you just settle down on Spelt + Flax + Onions/Parsnip once you've gotten enough seeds to bother planting it. This can get a bit monotonous unless you're purposely doing some sort of challenge playthrough where you avoid using flax. What would help alleviate this and allow more player choice in terms of crops to farm would be a flax alternative in the N and P categories, something that can produce fibers for weaving cloth. Hemp and cotton are two that come to mind, and they could fulfill different environment categories; Cotton would grow best in warmer environments as an example. Now, you wouldn't be able to make a bowstring out of cotton (you can out of hemp), but you can make one out of sinew or rawhide, which would also open up additional player choice in that field. Overall, this would result in greater functional crop choice for all the nutrition types. Someone has apparently had this idea in the past, as there's a Hemp mod in the database, but it doesn't seem to have been updated for later versions and the textures are just downscaled photos so it doesn't really match the aesthetics of the actual game (no offense to the mod creator, it's just the pixelization really stands out on the plant textures to my eyes in comparison to base-game ones).
  13. I'm well aware of the existence of the deposits under the nuggets, and from my 50 hours of gametime I have found they never exceed more than a couple dozens worth of copper, barely a drop towards the 900 needed to make an anvil. Ultimately, when I get enough to cast a copper anvil late into the first year, I don't experience any sense of jubilation or achievement like I do when I make my first copper tool in a playthrough, or when I make a bronze anvil, I just feel "Well, that took a lot of time and investment, and it'll just be gone when I need to move up to iron. I can't even work iron tools on it like I could with a bronze one as a secondary station in a remote base. What a disappointment." It doesn't even have the benefit of having some form of historical accuracy to its labor demand like other in-game factors such as stone knapping or shaping clay which I don't mind due to said accuracy. Ultimately, I find it offers nothing to the flow of gameplay, hence my suggestion for the primitive stone anvil which still acts as a "checkpoint" in progression but without as much needless burden in my eyes. Copper tools are still the worst metal tools available, would be less prone to flaking than stone tools, and did have a history of actually existing based on archeological finds, so I don't mind where they are in the game at all. Nobody has dug up a copper anvil from Chaldean, Egyptian or Sumerian sites yet, where they have plenty of finds such as copper chisels and knifes. Edit: Worst metal tools excluding blatantly fantastic concepts like the gold and silver pickaxes. I have no clue why they even exist in game, unless it's just meant to be a display piece sort of thing. Copper tools are still noticeably worse than bronze, and incomparable to iron or steel.
  14. That seems to be the case based on what research articles I can pull up on the matter. There's a jump from stone anvils straight to bronze ones, without any copper ones being unearthed, and it seems early in the Bronze age, stone anvils were still being used alongside bronze ones until they were eventually replaced due to wear and tear with their metal successors.
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