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Through testing with spawning raids even with a massive hole/gap in my wall around a colony raiders will still run to the cobble walls and when they reach them they get confused? and then try break in but asoon as i replaced the cobble walls with a different wall they pathed through the gap like normal
(Long short of it is I found their EXPANSIVE inventory a fairly easy one stop shop to get anything at all you'd need so I was kinda wishing I could make them harder to buy from for the sake of balance).
Thanks for your consideration.
Please people when you find bugs send them with the google forms, include your logs (hugslib has an option to copy everything), I just hope nobody is saying there is broken stuff and not even including the log!!!
NGL kinda wish merchant's guild was like a different mod without all the other medieval stuff because it's seriously giving some gamebreaking stuff like looping errors that make the game basically unplayable...
I'm not all that interested in a solely medieval playthrough, i'm just seeing if it would go well with your average rim playthrough, because i think the vanilla medieval content is lacking
Like, the low castle wall's cover height is 1.05m, and for comparison, the Embrasure's cover height is 1.23m, and the embrasure cannot be traversed.
I'm not mad about it, just wanting to know the reasoning behind it.
Absolutely love ya'll work <3
Haven't tried sending the caravan to a tile next to the guild, how would that work if I wanna trade with them? < <
Dunno if this is a bug or intended.
I play with it, because they technically see the cube at the merchants, which could lead to them being interested in it.
Seems a bit odd and unrelated, just wanted to check.
My first two (both at 25% threat scale) have been:
Fight 1 at the camp or 2 at your base, and the camp has 17 bedrolls to loot.
Fight 2 at the camp or 5 at your base, and the camp has 11 bedrolls to loot.