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The difficulty in making a safe wall is also an issue in the demo of course, which just makes these other balance issues harder to deal with. I have yet to build even one stone wall despite playing for a long time.
At the moment I am trying the plan of finding an old cabin to get a pickaxe and then mining limestone... but you need so much limestone just to light the fire to get quicklime Im not sure if one old pick is going to last the process.
It took me an embarrassing length of time to realise that a small stone would work as a hammer on the furniture in these old cabins- so I can now get planks and nails and bits of leather.
I just wish there were more old cabins to raid.
After 4 days of camp building and stockpiling I found a few small problems with too many items that I could not stockpile or store easily. Dropped a lot of stuff (hides, fat, intestines, ore etc.) for later pick up and thankfully things have stayed put. So those who might like the 'no blight, just camping' idea will probably be happy with 'easier' mode. I find the alt key option helps to highlight resources.
I've found the map very helpful for if I've gotten lost - hovering over where I think I left something on the map will give me an idea of where that rabbit trap is, or in some cases where my firepit is. Maybe a way to put a marker on the map is in the game, but I've not seen it.
I like the option of picking up one item out of a stockpile (Ctrl/LMB) is a great option rather than picking up all 20 sticks when you only need 2.
I'm more enthusiastic about the game every time I play it!
1. The tools degrade but also they never actually break when they reach 0%, but I do agree that some of the tools degrade a bit too quick, I'll try to address this in the coming updates
2. I just released v0.6.7 today that adds the speed-up option to things like chopping, can enable that option in the gameplay settings
3. In v0.6.7 I reduced some of the materials required for the walls, will continue to balance things as the game develops
4. In v0.6.7 I added a new predator culling system that should hopefully help resolve the creature spam near camp
5. In v0.6.7 I adjusted some of the damage and attack ranges of the axes, as well as adding a progress bar to visualize the damage of the held-down attack, hopefully this helps with timing and combat. But I'm always trying to figure out how to make the combat feel better, expect to see more improvements over time as the game develops!
6. How come? The young trees always give a thin trunk to use as long posts. I felt it was pretty straightforward
7. There are some decontamination processes coming to the game later on to make this make more sense in the future.
8. AI definitely needs a lot of work still, but cases like these should hopefully be prevented now in the feature in point 4.