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iMiAMi2014

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Everything posted by iMiAMi2014

  1. Repeatable Bosses cards have a 10% chance of being obtained from respective corpses.
  2. Nothing happened (except for the appearance of the Advanced Loot Table, but this does not matter in this case). It's just that 11 kills is not a very large sample, I also encountered a series of 10-15 kills without horn drop.
  3. For three months now I have practically not entered the game, so I forgot the contents of my saves a little. After checking, it turned out that 1092 days is a long-abandoned save game, started in early access, with a 100% completion and one missing golden creature card. And the last save (392 days) - 'clean' re-passing, started somewhere in March of this year due to the inability to cancel the custom mode and the unwillingness to rebuild all the old bases and paths for new building opportunities. Here, too, 100% completion and 2 missing gold cards. Now I'm waiting for new content... An excellent game, as for me - one of the best in recent times.
  4. 1209 in the main save and about 200 in the test. By the way, this value can be influenced by mods that change the duration of daylight and darkness.
  5. All sources of Quartzite/Marble Shards are finite and do not respawn. Whetstone/Plating renewable recipes also present in the game and open starting from Black Anthill Chip.
  6. All these circular menus for choosing something in games are a legacy of console ports (a limited number of buttons on the gamepad), when developers have no time or are too lazy to write a separate interface for the PC. Native computer control is the direct assignment of a single keyboard or mouse button (or a combination of both) to a specific action. It is much more convenient, faster and more accurate to press one button on the keyboard than to get to the desired position in the list by scrolling the mouse wheel.
  7. I completely agree that the size of the backpack is categorically insufficient and that it has long been requested to introduce the craft of its additional cells into the game. I’m not so sure about creating separate specialized bags, because, firstly, it’s not so easy to implement in terms of interface, and most importantly, one universal bag with 60 slots is much more profitable than two specialized bags with 40 + 20. Equipped things do not take up space in the inventory in the current version, did not understand what I would like to correct in this sense? Well, about the restructuring of hotkeys. It seems that the proposed option is an extremely unfortunate solution. Switching weapons / armor within the active hotbar by scrolling the mouse wheel means guaranteed misses in the number of clicks, and it’s very difficult to understand how many clicks you need to scroll and in which direction to switch to the right weapon. I have already suggested another option. There are current 3 lines of hotkeys, One is the main, the other two become available by holding alt or ctrl. You can leave the current switching by scrolling, but make it so that 2-3 seconds after switching the hotbar, it automatically returns to the main line.
  8. In the lower right corner - the icon of the Reliable Friend mutation effect.
  9. I wrote about this back in early October last year, right after the release and the appearance of trinkets in the game. "Adding trinkets to the game is a great idea, but combining these passive devices into one slot with an active Dandelion Tuft is a very poor implementation. Ideally, separate slots for passive and active devices are requested. Or at least leave the current slot for trinkets, and use the Dandelion Tuft directly from the inventory like consumables." The idea of using several passive trinkets at the same time is also not bad, but here you need a reasonable their limit, by analogy with mutations. And it is definitely necessary to expand the functionality of switchable builds, including not only mutations in them (as is done now and which, by and large, is useless), but also armor, weapons and trinkets, so that you can switch from ' tank' into 'dd' or something else.
  10. I haven't seen Artificer Quests in a long time, only Hunter, and those - only for killing tier-1 (very rarely tier-2) creatures. I don't remember there being anything in the patch notes about deleting this class of quests. And it would be nice to expand the list to include tier-3 creatures (with significantly increased reward values).
  11. Not sure if this is the same problem, but very similar. I haven't seen black ant eggs on the scanner since early access. And not so long ago, marks for them appeared on the scanner, but I could not find a single egg in that area. Checking is complicated by a multi-level labyrinth, but I checked absolutely all the tunnel and on the surface. There are marks, but no eggs.
  12. Sometimes it helps to come to the right point and stand still for 5-10 seconds. The only problem is to find this point.
  13. A huge request to add to the context menu of resource trinkets from 1.2 "trash" option or at least that they disappear some time after being dropped. And probably for the hundredth time: a compass and a clock on the main screen.
  14. Theoretically, if you do not switch to custom mode with the disabling of certain fine settings, then no achievements should not be disabled.
  15. Wiki: Creative is a completely stress free game mode that makes the player take no damage, no vital drains, and need no Resources to craft. Despite this, items that require a station will still require that to craft. Along with this, creatures do not spawn naturally under any circumstance. One of the most important features is the Mysterious Machine cannot be interacted with and most quests do not registered, making the story completely locked. You will not be able to feel the game in this mode, because in fact there is no game in it. This is a mode for creating spectacular screenshots of a beautiful base or checking certain points related to construction and / or crafting.
  16. Then one more moment. Are you sure you play (and tried to start a new game) in survival mode? Upd: More precisely - not in the creation mode?
  17. I don't want to spoil. Look carefully around, you will see that only one ball of the Machine out of three is illuminated by a laser.
  18. As I understand it, we are talking about the first launch of the Machine at the beginning of the game? Are you sure you met both conditions that prevent the Machine from starting?
  19. I no longer remember exactly from what point I jumped, but on the first try I landed on the lower edge of the helmet glass. And from there got to the molar without any problems. Upd: I tried to repeat the route. There really is one trick. After landing on the glass and sliding to its bottom edge, move to the right (and slightly up) as far as possible. But then you need to take one careful step to the right, after which you can take a couple of additional steps up and then jump to the top of the helmet.
  20. A huge request is to make the Wasps and their Drones more different in color, size, shape, so that they can be uniquely identified without using Peep. And a second request - make the trinkets from my previous comment destructible, because there are already no more places in my Trash Can. By the way, maybe for such cases, the option of destroying such items through the 'emptying' of the Trash Can would be useful?
  21. The third (most reasonable) solution is also quite obvious - Waspidote clean venom instead of poison. We already have enough protection against poison when get the Waspidote recipe.
  22. All Creature and Resource Trinkets from 1.2 patch (except Wasp Queen) are indestructible, they can only be dropped (moreover, they do not disappear even after several in-game days). This is logical for the one-of-a-kind badges, but senselessly clutters up the yard for all other trinkets.
  23. 'Crossbows now grant the "Rough Reload" effect... Damage is significantly reduced on the next shot if fired faster than the normal reload duration.' - what does it mean? The crossbow cannot be fired until it is fully reloaded. But nevertheless, the effect works on the second and subsequent shots, reducing the already meager DPS of crossbows. This is not just a bad idea, but a terrible idea that destroys crossbows as a class.
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