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my problem is that blood spiders can respawn over and over but npcs cant... traders dont respawn and i dont think some guards do either? so the longer you play the more the creatures win and the more you will get ghost towns....
no idea why anyone thought it was a good idea not to have merchants/guards/npcs respawn but wildlife/enemys/bandits can...
For my part my 'primary' weapon for most combat is a Desert Sabre, because its well balanced enough to handle most targets and destroys all kinds of spiders with double damage. (i.e. kill spiders with fire)
If you're finding that the blood spiders keep wiping out Shark, perhaps this mod might interest you. It provides Shark with walls, and much stronger guard patrols. I find that it works well as a stop-gap measure, since I don't know if the devs will address the issue.
The NPCs in general have a tough time dealing with them. I had a guy taken by slavers and the whole convoy was wiped out in the swamps by blood spiders.
Blood spiders is a perfect example of the fact that bigger doesn't equal stronger. There is a thing that we, humans, developed over the ages, that is called conscience. That ability helped us to survive and dominate above the other known lifeforms, it allows us to understand that sometimes tiniest things pose the greatest threat. To take this example to an extreme think of viruses - it is a known fact that if we would allow em to develop immunities against antibiotics we use now, we might end up all dead whenever there is an outbreak of something that can't be cured by available means. One damn good example of small and deadly.
Supress your basic instinctual template that says that bigger = always stronger.
They suck. My beef with them, though, would be sorted if they got a graphic update. It's kind of weird that the enemy that causes so many tragedies in the game is just a flat red polygon with four cones coming out of it. It's like they're demons from the gen1 3d gaming returning to wreak havoc on the modern, well textured, high polygon living.
This will mean they can run in and attack as a pack but they will then reduce their numbers over the spoils. (which gives the player or the town the chance to mop up the remaining ones)
70ish damage to disable, not to kill. This is usually to a leg which they will get up and re-attack. Animals can't lose limbs, so no bleeding out like they should. That mean 2 hits to the same location for an NPC guard to disable them, so a lot more then 2 hits. Again just to disable them and again they don't bleed out because they can't lose limbs.
- Their toughness stat is too high 40ish
- They need to lose limbs
- They need their damage toned down
- Limbs on animals being destroyed should have some meaningful impact on combat
The are overpowered vs npcs because they get to ignore major rules those npcs live by. They should be losing limbs at -30 hp just like a hive prince loses his at -50 hp.
No swarm creature should have 40+ toughness.
I swear this is the kind of creature a player would come up with if it was a points system to create them, it's like it's designed be lethal by abusing game mechanics.
I can't wait until the 'bandits looting the player' is fully active. Make everyone loot you and take all your gear if your party is knocked out.