December 2, 2015 at 2:43 am #5547
This game is rediciously addictive!!
A few thoughts about the upcoming changes in 2.0:
• Damage from gathering without tools now scales with strength.
Increase with strength or decrease?
• Wooden chests no longer block monster movement.
• Parrying is no longer used to negate damage from environmental of world objects such as being
burned from fire.
• Parrying now has stamina reduction based on skill value (lower chance to decrease with higher
• Scared monster AI will now pathfind more intelligently away from you.
• Low health or scared monsters will have a chance to run away from a battle.
So… EITHER I get low on health in a battle with a Fireelemental and get chased until it follows me into my base and burns down my chests OR it will get low on health and will run away… with me chasing it while burning down to ashes myself.
What prevents a “hit-and-run”-tactic?
If I am strong enough everything is ok… obviously. But… if I am NOT… I can´t run… I can´t hide.
And yes… I know strategies to having a safe harbor… but right now NOTHING is bullitproove. A fireelemental is able to even change tiles. So it did burn down a shallow water. Next it would have come into my “castle”.
In this case my chest would have burned down now, right?
Or will the chest still be fireproove? Even with an Elemental right on it?
December 2, 2015 at 9:58 am #5556
- This topic was modified 4 years, 12 months ago by sechsauge.
- Damage from gathering without tools now scales with strength.
You will take more damage the more strength you have. This will only normally be 1-3 damage on any normal playthrough (instead of only 1). Most things in the game now have this same model. Although the effect is diminished as you progress so there is still some progression felt.
As in 1.9.2, in 2.0 you can easily “lose” monsters by kitting them. Fire Elementals will not burn down chests. The change is simply done so you can’t exploit them as walls any longer. With certain monsters, I would probably suggest ranged attacks if you are not strong enough. Keep in mind, Fire Elementals and higher tiered monsters show up later in 2.0 than they did in 1.9.2.December 3, 2015 at 1:44 am #5557
Hi, thx for answering me so fast 🙂
Yes, that is my big hope… that the mosters now will be a bit more normalized. Because every poison or bleeding would be my death… I didn´t fought much in the beginning (no cotton). So my talent went up without my fightingskills and even without much of an armor.
I had to hide myself in a mountain with a small (2 tiles) patch of shallow water in front and a door.
That worked until the fireelemental started to change the watertiles to swamp xD
But until then I was strong enough. So I guess I was lucky in an unlucky situation.
But I still have problems losing monsters (now because I can´t eat all of what their death provide me with ^^)… and I can only imagine it could become even harder in 2.0.
I love the idea with the pemmican which you will be able to eat without fat and a firesource. I have so many food… so it makes sense to craft pemmicans… but with the fast decaying fat it doesn´t. (Although I can´t really use the fat for torches anyway ^^).
I have a question… Can the mosters heal themselfes in 1.92 or in 2.0?
In 2.0 I would fear a hit&run-tactic… especially from ghosts. In the moment you CAN survive a fight with them… but are not able to KILL them…. you have a big problem.
Especially on an island without cotton and flowers xD
sechsaugeDecember 4, 2015 at 11:41 am #5578
It’s true that 2.0 will be harder in some ways, but in other ways it has become easier. Monsters are much smarter and some will even break down walls over time; however, they spawn much rarer and don’t spawn at all unless you focus combat skills. Talent (which is what actually adds new tiers of monsters as you progress) raises more with combat skills, and less with others, making the game easier for longer.
Monsters in 1.9.2/2.0 can heal themselves, but it’s very rare.December 7, 2015 at 2:11 am #5582
But what about the hit&run? And the possebility to avoid a battle… I have 130 HP, all metal-armor and a leather belt, 2 Iron-swords and 2 iron-spears. more than 90% tactics and almost 60% parrying… sometimes I just DON´T WANT to kill the rat… and the imp and the 15 sharks behind them xD
I need more space for my fooodstuff ^__^
(Still preparing for the red-eyed-ghost ;D)
edit: most of the time I sleep in my cave, but… I I would need walls to defend myself… and would sleep 1500 turns… I could be sure that one would be broken in that long time… don´t like that idea… have to say ^^)
December 8, 2015 at 6:23 pm #5584
- This reply was modified 4 years, 11 months ago by sechsauge.
Hit and run, leading them off sreen and all of that will still work. They are just smarter about getting to you now. Stone walls take quite awhile to be broken down.December 9, 2015 at 7:02 am #5586
For me they are already very hard to dislodge… I run away from one and come bye two or three more… so I am curious about 2.0
Will I know when a wall is about to break? Or is it kind of an “on and off”-look?
sechsaugeDecember 10, 2015 at 12:54 pm #5590
There’s some upcoming plans/ideas that may solve this, or at least give you an option. Including:
December 11, 2015 at 1:01 am #5591
- Bait (and creature attraction to certain items/food).
- Monster in-fighting (some creatures will fight each other).
- Scents (allow you to cover your scent for less creature attraction).
Oh, that would be great… I need to get rid of some food urgently… I am that kind of person which has a hard time dropping valueable things like food. And I have so much I can´t handle it anymore.
Not sure if I like the animal-fighting though.
Maybe if it would help with the creatures guarding my entrance. You can tell me that they do… but I don´t believe that creatures loose interest at some point. My observations are that they stand in front of my door forever… ever ever ^^
A repellend would be good for that too 🙂
April 4, 2016 at 12:28 am #5838
- This reply was modified 4 years, 11 months ago by sechsauge.
Scaling the gathering-damage is a good thing, I think…
But right now poison, bleeding and burning are percentagely scaled by the healthpoints you have.
There can be 300 fucking kraken… I slay them like nothing. But if there is one little spider and I get unlucky… I get poisoned and can lose up to hundreds of health in a few turns.
I can´t see the logic behind being stronger and being more vulnerable to such things like poison.
Of course I know why you did it in the first place… to be fair at the start of the game.
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