![]() Item quality doesn't seem to be generating correctly. Some items will start to have higher skill requirements to craft too. Also, currently every item has a skill requirement to craft but that skill level is 1. With some of the burden moving from hauling to crafting, a higher crafting skill will help speed up crafting more than it currently does. Combined with more crafting steps, the overall progression will end up slowing down a little bit. Also, the amount of time it takes to craft once all the items are gathered will go up a little but there will be less items to haul. When filling these out, I think crafting will get a bit of an overhaul.Ĭrafting recipes will have their quantities lowered but in general have more steps. Some things I am considering working on during this focus:Ĭrafting - A lot of crafting recipes are placeholder. I will continue to fix combat issues as they come up or adjust balance when necessary but the overall focus will move to the general management aspects of Gnomoria. Tomorrow will be 3 months since the start of the current combat focus and a lot of missing things related to combat have been added - ranged combat, hospitals, squad perks, new enemies, etc. With today's patch out, I think it's time to take a break from combat for a while. Squad members getting stuck trying to pick up ammo with a full ammo container, when better ammo exists Golems spawning in light and goblins sneaking past gnomes Yaks and alpacas will now kick enemies in defense If a gnome has higher Fighting skill than Brawling and they aren't currently carrying anything, they won't pick up random items to fight with. Enemies will attack and can destroy doors if they want to get through. Typically beetles will stay near their nest but will attack if there are enough of them.ĭoors now block enemy movement. A cocoon can mature into a beetle and the process will continue. If left alone, beetles will make cocoons. Mants will attack in greater numbers if the gnomes have an abundance of food or drinkīeetles can now be found underground in the dark If the scout returns to the colony, they will return with a larger attack force Mants will send a single scout to look for gnomes. Mants are a race of ant people that have started to raid gnome settlements Bear hides are tougher than the other animals but weaker than ogre hide Wild animals can be butchered for meat and hides. Wild animals will avoid gnomes typically but will attack if caught by surprise or cornered ![]() Honey badgers, monitor lizards and bears have been spotted Gnomes have developed a taste for goblin meat (it tastes exactly like revenge) and goblins and ogres can now be butchered. Ogres don't wear armor but have thick hides that are resistant to blunt damage and vulnerable to slashing attacks. Goblins have enlisted the help of their ogre cousins to fight gnomes. Bronze armored goblins will start to show up between copper and iron ![]() Goblins have discovered how to make bronze. Gnomes are a bit stupid in that regard and need a priority order in different stockpiles for that That might take a while then, especially when you are digging atm. If their current priority is to haul stone. That way, they also wont do the first task they do endlessly, because booze production takes longer than the time the gnomes need to put it into a stockpile. If there is no booze left to transport, they'll get back to haul other items to the general stockpile. If you set up another stockpile to ONLY carry booze and set its priority setting to 4, every gnome will try to take care of hauling something to that stockpile first. ![]() Solution for that is simple, you need separate stockpiles for however big you want your storage to be and then change their priority settings.Ītm, they haul everything, not regarding what you might deem important. After that they will try to put fruits, cotton and milk into the stockpile before finally turning to your beer production. When loading up the game they are busy with hauling stone, which takes them ages. Your problem is that your gnomes have too much to haul. ![]()
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