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an easy way to scan for the paste is look for purple text. there's one other food that uses purple text (spine jam, i think), but scanning for purple text is faster than trying to read everything on the list.
bonus tip : Nectar is easy to scan for. Look for a 3 digit price tag.
It means you still have to put in the work of finding it, but it won't be in extremely tedious to explore regions of Qud.
Another option, or something you can add on top of my suggestion, is to add hints to its location in books like the Ruin of House Isner. Hell, make its location something known to the Troll faction.
Buut yeah, this really needs to change, it's plain insulting for players who dont wanna cheat their way through it. Seeing how well everything else works in this game, I can't help but think that the devs consider this an intentional time sink, but if that's the case, they really lack any basic understanding of how grindy gameplay loops can and can't be fun. This isn't it. The implementation is unbelievably inept.
yes to the first part but it should still only be a last resort.
There should other ways to find him that don't involve the player wasting the time of their life brainlessly running around a map.
Books with hints could actually work. Secrets in general; there could be 10+ rumors that would help you narrow down to the location. "on date xy, a dromad caravan came across a yawning pit 4-9 parasangs east of ruin name.", "on date xy, the villagers of blabla felt the ground shake and heard distant rumbling coming from the south", etc
Or, yes, if some factions know their location, that would work too. In fact, Wardens *do* know the location and can share it in water-ritual, but the chance is low.
This would actually be an very low-effort way for the devs to fix this; make Wardens *highly* prioritize Village and Cradle location secrets (Shug, Rermadon) over all the random goatfolk villages and whatever. I think Wardens already do prioritize that to some degree, but not nearly enough for it to be more than a shot in the dark to find out shugs location. Side effect would be that you could know the locations of lots of villages early on, but that has actually very little impact on the playthrough. This would probably really just be tweaking one single number in the code and would go a long way.
https://steamcommunity.com/sharedfiles/filedetails/?id=3426591787
lmao even
So? I think you're missing the point here.
I've also found him randomly multiple times in the past, as I'm sure have other people in this thread.
The girsh nephilim are basically the entire endgame, referenced throughout the game's lore from the first quest on that you pick up at level 1. And whether or not you can eventually find and fight them *should not be up to RNG*. It's laughably bad design. *That* is the point.
Having him pop up like this out of the blue made me remember seeing this thread the other day.
Absolutely agree with you on all points.