The Last Plague: Blight

The Last Plague: Blight

Feedback from 100 hrs in...
First: I am really looking forward to the EA release, this games gets it right on all major points, IMHO.

but: (and you knew there would be a but...)

1) Whats up with the cabins? Why can't I place my bedroll and fire in an abandoned shack and build my base from there? Seems like that would be an ideal location for security and elemental protection.

2) Stone floors - It takes an incredible amount of time and energy to build a stone floor considering the ground prep, materials acquisition, and construction, and that's fair. But, (there's that word again) as soon as I walk away from it and come back, the undergrowth has grown back over the floor, often with movement-reducing shrubbery. Just what I need in my shelter.

3) Could we please have the compass available to us in both play styles, not just the more realistic style?

4) Will there be a way to dispose of unwanted items in the EA version? I have stockpiles of over-produced mud and mud mortar in every play through.

5) Doesn't every rugged outdoors-man have a reliable watch? It gets real easy to loose time and not know how long you have until sundown which is a problem when you are miles from base camp because you cant find one more damn chamomile bloom.

Thanks for taking the time to suffer my rantings. I think you are doing a fantastic job and can't wait for the next stage of engagement.

Now for one more play through...
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Showing 1-10 of 10 comments
Fletcher Green Sep 7, 2024 @ 6:39pm 
P.S. Big shout out to Splattercat for turning me on to this game!
Dr_V Sep 7, 2024 @ 10:59pm 
For 2 - I notice the same happening for the stockpiles. On placing them down they clear the undergrowth - which is quite important for visibility, but then it quickly comes right back. Also fully agree on 5 - the only way so far I have found to tell the time is to try going to sleep and using the time until sunrise as a crude watch. Even a simple UI indicator of sun position in the sky would do the trick, if you want to avoid giving an exact time to players.
bart20014 Sep 9, 2024 @ 11:40am 
I would like to also give some feedback.
Ad. 5 I agree with watch or sun position indicator.
Ad. 1 I also wondering about that.
From me:
6. It is possible to reshaping not yet fired clay items?
7. Firewood usage. It is a little strange for me that I need two small trees to set campfire for the night.
And it lead to the last one.
8. Primitive transportation like travois.
Originally posted by Fletcher Green:
4) Will there be a way to dispose of unwanted items in the EA version? I have stockpiles of over-produced mud and mud mortar in every play through.

I'll second that. I've got rotten coyote meat and sausage casings laying around all over the place, plus several dozen pebbles from stones that have fallen apart while doing various projects. We need some sort of trash pit or something.

Originally posted by Fletcher Green:
5) Doesn't every rugged outdoors-man have a reliable watch? It gets real easy to loose time and not know how long you have until sundown which is a problem when you are miles from base camp because you cant find one more damn chamomile bloom.

From what I can tell it's a fantasy/medieval setting, so not having a watch makes sense.
Last edited by The Prosciutto Liker (Official); Sep 11, 2024 @ 12:54pm
BrianV Sep 12, 2024 @ 10:24am 
yeah, staring at a the back of a modern backpack the whole time makes it seem like a modern time setting, but the dude is dressed like a jester.
stormcottage Sep 15, 2024 @ 8:32am 
Id love to be able to use the fireplace in the old cabins too, and fix the roof so it doesnt rain in.
megamanedo Sep 18, 2024 @ 6:07pm 
similar experience. I've dropped about 30,40? hours, possibly 50 by now, and
i'm just waiting to play :)
For suggestions, i'd would love to see higher tier building types, maybe plank
walls, Then stone, then maybe fortified stone/bastion walls? though that might make
it a whole different game.
Honestly, the devs have a Really Solid game engine to work with, they could go in a
lot of different directions, or even release different game modes as a cheap dlc
down the line.
Another idea, if it's possible, is to add an extra floor, or two, to the buildings,
though i don't know if that's feasible in the game engine.
I agree with the idea of having a tool, method or ability to clear the land of undergrowth,
maybe even before you start building.

also, where are you all finding the cabins?
honestly, i just head for a river/lake and set up camp

on telling time, i don't exactly bother, when you wake up, it's often around sunrise,
so, 6 am? and for night, you can see the sun slowly go down and everything gets dark
until you start to hear the wolves/coyotes howl. from that, you have...maybe about an hour or two before you try sleeping and sunrise is 8 hours away.
that's what i've noticed

i'd love to see a possibility to plant trees.

on the rotten meat, including the sausage, you can toss it in the fire for extra fuel.

for the pebbles, i agree it's annoying not to have a possible use.
but since this is the demo, i's love to see if they add a sling, and have the pebbles as ammo.

ditto on the travois. just make it small capacity vs wheelbarrow, or make it fragile, so you'll
want to move on to the wheelbarrow eventually.

P.s. ditto on the splattercat introduction.
Salvatos Sep 19, 2024 @ 9:54am 
Originally posted by megamanedo:
also, where are you all finding the cabins?
honestly, i just head for a river/lake and set up camp
They spawn fairly rarely in random places. Easier to spot in open fields, but they can occur in the woods as well. Excellent source of nails (and planks) before you can reliably make your own, as you can dismantle their furniture. They also contain random unique items like glass bottles and books, and craftable ones like worn steel tools, firewood and clay jars.

I’m not sure how long the first day lasts before night falls, but if there’s enough time, I’m starting to think that for my next playthrough I should just head to the sea and follow the shore off-map until I’ve found a couple cabins to set up camp nearby, away from the Blight. Those few items alone can save you a lot of time collecting and firing clay, cutting trees into planks and making nails, and being off-map means you don’t need to worry about Blight clouds encroaching as your base expands.

If their roofs were intact and the fireplace usable, it would be a no-brainer to start every playthrough by finding one to settle in.
megamanedo Sep 20, 2024 @ 5:52pm 
Originally posted by Salvatos:
Originally posted by megamanedo:
also, where are you all finding the cabins?
honestly, i just head for a river/lake and set up camp
They spawn fairly rarely in random places. Easier to spot in open fields, but they can occur in the woods as well. Excellent source of nails (and planks) before you can reliably make your own, as you can dismantle their furniture. They also contain random unique items like glass bottles and books, and craftable ones like worn steel tools, firewood and clay jars.

I’m not sure how long the first day lasts before night falls, but if there’s enough time, I’m starting to think that for my next playthrough I should just head to the sea and follow the shore off-map until I’ve found a couple cabins to set up camp nearby, away from the Blight. Those few items alone can save you a lot of time collecting and firing clay, cutting trees into planks and making nails, and being off-map means you don’t need to worry about Blight clouds encroaching as your base expands.

If their roofs were intact and the fireplace usable, it would be a no-brainer to start every playthrough by finding one to settle in.

nice, thanks!
also, for the first day, it feels kinda short?
i'm guessing you start around midday, so that's why it's shorter?
Salvatos Sep 20, 2024 @ 7:55pm 
Yeah, I haven't started a game in a bit, but I got the sense that for tutorial purposes they only give you a few hours to set up camp, then send you to bed quickly so you can meet the stranger the next morning.
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Date Posted: Sep 7, 2024 @ 6:38pm
Posts: 10