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But yes... either the bonuses are placeholders or the dev has no sense of balance.
1. Cows and goats are more likely to give "large" milk when their hearts are high. Ergo, raising hearts faster = less petting and faster profits.
2. With high hearts and Shepherd, sheep go from producing wool every 3 days, to daily. Triple the value.
3. Not positive, but I think pigs are more likely to dig up more truffles at high hearts, but it's still random.
Coopmaster:
1. Like Shepherd, chickens are more likely to lay big eggs, meaning more money, if you befriend them. Less petting involved too.
2. Half incubation time on ducks is nice for someone with a lot of ducks. Ducks cost 4k at Marnie's, so you'd save a bit of money if you incubate them, and this perk shaves 3(?) days off the incubation.
3. Not sure if rabbits produce wool faster with friendship. The rabbits are weird.
Prospector:
1. Coal is EXTREMELY necessary when making tons of beehives or preserve jars.
2. Coal is also needed for lots of smelting; better to have too much than not enough.
Blacksmith:
1. If you forage for mushrooms a lot, you'll easily get 500+ gold ore. Gold bars sell for 500 each. So 1 ore = 100g.
2. After a certain point, you run out of uses for bars. Some people just like exploring the mines. More money for them.
Gemologist:
1. Not everyone cares about mining. Gemologist increases profits from fishing caskets as well.
2. Niche runs where you focus on the mines, this is the best for making money.
The rest I either agree with you or don't have an opinion on
Farming:
Rancher: Increase animal product sell price to 25-30%.
Coopmaster: Chickens always lay large eggs. Rabbits produce wool more frequently. Keep existing perks.
Shepherd: Triple chance of barn animal pregnancy. Cows always give large milk. Goats give milk daily. Keep existing perks.
Agriculturalist: Get rid of the 10% speed increase. Increase chance of getting giant crops by 25%. Fully grown crops, such as blueberries or ancient fruit, will produce 10-20% faster after fully grown.
Foraging:
Forester: Get rid of 50% price increase, and change it to the player receiving 50% more wood from trees.
Lumberjack: Guarantee trees give at least 1 hardwood each. Add perk that charcoal kilns have a 10% chance to give double coal.
Tapper: Syrup worth 25% more and produced 33% faster.
Tracker: Keep the current arrow system, and add that foraged goods will always be silver quality or better.
Fishing:
Angler: Change the wording so that it's clear that the value is 50% of base price, not 25%+50%.
Luremaster: Keep current perk. Add chance of 2 fish in a trap. (5% chance.)
Mariner: Continue getting rid of junk; 5% chance that a junk trap will instead give a gem for extra money.
Pirate: Increase chance of finding artifacts you still need by 5%, on top of the current perk.
Mining:
Honestly, they're all perfect. Maybe have Excavator also help find artifacts?
Combat:
Defender: Reflect damage off a sword tripled. Enemies sent flying slightly further by a maul/club's special attack. +40 health
That's the only perk I'd change, but daggers in general need Crit Chance, not Crit Power. Crits should already hit very hard, but the chance of crits is kinda bad, even with Scout.
I honestly never even thought to test the amount of wood; it seems unlikely that the dev, bad as he may be at accurate descriptions, would straight-up forget to mention something as major as a +50% bonus to Wood dropped by trees as part of the skill. It would actually be a much better bonus than the +50% to value, so it would have been an extremely silly mistake to make.
Are you sure you just didn't eat a Luck item that day or something?
That was on my first playthrough, which was right at launch (early 2016, maybe I'm flaking on the details?), so there were no guides and I didn't have any game experience telling me to take the foraging based perks, which are still better even with the +50% wood (on all subseqent rounds I went with foraging).