Posts posted by Thieverpedia
These are some possible bugs I've noticed over time. Maybe we can get them fixed.
-Mushroom Planter/Dew Collector resources stick where they are if the structure is moved, structure will no longer produce if floating resources aren't collected. Mushroom Planter may require re-building.
-FPS issues in base. Sometimes high, sometimes low, no consistency.
-Spiders and koi fish snagging on geometry constantly. Likely known.
-Bird Bath zipline doesn't spawn a start point. At least, on our file it didn't. Might not be a bug.
As it is now, you can add...literally anything to the smoothie station. I was surprised when I turned a lot of junk spider webs and rotten meat into standard Smoothies. Easy healing there. Limiting it to known smoothie ingredients would make it more balanced. Granted, one could simply use 3 of the same plant materials to make a standard smoothie, but would you rather drink that or mint mallet mixed with spider venom and a stinkbug sack?
Completed everything after 2 weeks of on and off gameplay. Only reason I'm still playing is to help the wiki complete the Patches list.
Fans have already gotten a good wiki going. There should be more information there. Also, some of the perks in the SPS skill tree are actually incorrect. Execute doesn't have a perk that allows more damage on a bleeding target. There may be more inconsistencies, but I'm not sure.
I can usually do about 12k damage with all the perks which increase damage when opponents suffer status ailments. But my Backstab can only target one opponent, so I guess it's only good for boss battles. How much does Plagues of Egypt do to everyone?
I think it's usually only with the abilities and beginning stats. Other then that, every class can equip anything.
Fighters focus on taking and dealing damage, starting with more Armor. They can dish out a large amount of damage, and take large amounts of it, too. Most of their attacks are single-target, but there's one that strikes everything with a large amount of power, I believe.
Mages focus on special and magic attacks, starting with more then usual PP and more Mana. They tend to lack armor for most of the game, but they're a major glass cannon.
Thieves focus on status effects to whittle HP down, starting with less then average stats, but have Special Attacks that inflict status effects. A lot of them. They rarely have armor and tend to use vampirism to circumvent that problem.
Jews focus on a high-risk, high-reward gameplay with average stats, with armor and weaponry that focuses on their suffering to empower them. Their starting gloves cause them to take 5% more bleed damage. I believe they gain access to Holy damage weapons at some point in the game, which no other class does, unless they side with Kyle and defeat a certain someone with a holy hammer.
Do you have any patches which grant vampirism, regeneration, and bonus healing? These can help a bit if you don't have any potions. Also, don't forget about the hidden chests and the looting of aliens. If you look around a bit, you could also find some speed potions and extra supplies. Once you're at the edge of the room, hit the first two aliens with an arrow (Don't bother with the crappy gun unless you don't have any other good ranged weapon) and strike them. Drink a speed potion if you have it, or be good at blocking. Focus on killing the boss first, as he's going to cause a lot of damage. Do anything you can to cause a stun or status effect to speed this process up. If you set him on fire, then you can use the Cup a Spell to cause massive damage to him. It's likely that you found a fire patch somewhere, so equip that to your ranged weapon and go beat them already. I believe that you also get some alien armor there that gives you 3 shields to use, so that's definately helpful.
Well, they're not in the current game. But there's always the chance of DLC for another adventure!
I think it's all dependent on if you like multiple small hits or single large hits. Personally, I use the Vibroblade, as it inflicts about 1600 damage x4 at max, and 500 of that damage ignores armor if the opponent isn't immune to Gross damage. Even has one slot for the Bayonet that you can buy just before Betrayal From Within. 5 stacks of instant bleed is nothing to laugh at. But in terms of raw damage, I'm not too sure. I've only used the katana for about 15 minutes while I was grinding for cash in order to get the Full Arsenal achievement.
So the question you should ask yourself in the end is this: Do I want raw, large power, or should I go for smaller hits with status effects?
Have you tried using your index finger to poke the button at a faster rate? I don't think doing it with your thumb will work well. It's something I do when I need to mash buttons in a game.
I've tested this on a few other PC's with Steam, and I've found that using any chaining ranged attack that KO's a Craig clone usually resulted in a game lock, in which I could hover my cursor over an action, and the game wouldn't register it. I always ended up using another weapon and prolonging the fight. Can someone look into this? It only ever seems to happen for that fight.
A Long List of Tweaks and Ideas!
in Grounded: Feedback & Suggestions
Posted · Edited by Thieverpedia
These are some suggestions I've come up with for the game. I've played it for a while now and came up with plenty of basic ideas for the future. If any seem overpowered, please tell me and give feedback on how to make it better. I'd appreciate it!
-Spider Dagger is overwhelmingly weak for the material requirement. Change Poison on it to activate more often to compete with Larva Dagger.
-Crow Feathers are both rare and only seem to give one piece each, while also despawning randomly. Up to 6 would be more fair and would allow more Feather Arrows to be crafted. Maybe don't let them despawn until they're collected.
-Health/Energy in digits for better understanding.
-Smoothie timers visible, and a boost to 3 minutes of effect time for standard, 6 minutes for beefy. Health restored remains unchanged.
-Change smoothies to only accept known smoothie ingredients, to make it more logical. Lower health of Smoothie? to encourage making known recipes.
Just some ideas I had for the game's future. I believe they could be fun for niche uses.
-Bombardier armor. Slightly lower defense than Ladybug armor, set effect gives poison and acid immunity.
-Stinkbug armor, same stats as Bombardier armor, set effect gives hazmat effect from the haze.
-Firefly armor that makes the players shine at night, same stats as acorn armor.
-Sawmill for processing extra grass blades into plant fiber. Or just let us chop them further. Skips the structure.
-Boss drops that upgrade the set effects of their respective armors.
These are just base boss ideas. They spawn every 7 days up to 4 bosses max and drop one special component alongside their species' drops.
-Ant Queen (Confirmed, mechanic ideas here), continuously spawns worker ants and occasionally soldier ants. Can't move much, but will slam her abdomen to attack with a quake if you try to get behind her. Drops Ant Pheromones.
-Praying Mantis, hard to damage in the front, wait until it gets its blades stuck in the ground and strike from behind. Attacks cause bleeding. Drops Mantis Forearms.
-Hercules Beetle, with a lot of raw strength and knockback. May grab and squeeze you for great damage. Free yourself by whacking it enough, or have a friend whack its abdomen. Drops Beetle Mandibles.
-Golden Ladybug, rams cause extreme knockback, may rear up and attempt to trample players. Drops a Reinforced Shell.
-Engorged Mosquito, large lunge attack that pierces armor, unblocked attacks leech health and make her stronger. Drops a Congealed Blood.
-Hedge Broodmother, has venom and phases where she retreats and other spiders drop down to defend her. Slowly increases to 2 wolf spiders. Drops Toxic Fangs.
EDIT: Confirmed for the 30th! Mechanics unknown, drop idea still stands.
-Cordisceps Stinkbug, gas mask/stinkbug armor required or will instakill player with standard gas. Standard gas corrodes weapons and armor in the cloud, gas mask and stinkbug armor being the exceptions. May spray infesting fungus that causes your O2 meter to slowly deplete, unless you exit the cloud. Drops a Smelly Fungal Gland
-Bombastic Beetle, acid stays where it landed until it dies, self-destructs into a large acid pool when it dies. Drops a Bombshell Chitin.
-Shining Firefly, shines bright to blind players who looked at the flash, pelts with goo that burns players through blocking. Drops a Shining Goop.
-Queen Bee, calls upon her servents and she can sting you repeatedly for armor piercing damage. Drops a Queen Bee Stinger.
What the drops do
Armor upgraded goes up to T3. But why stop at T3? Armor retains previous set effects alongside these.
-Ant Pheromones: Upgrades Ant Armor. 2 more plank/stem carrying capacity, non-aphid meat drops occasionally doubled.
-Mantis Forearms: Makes a fast T3 striking saber reinforced with Sunken Bones.
-Beetle Mandibles: Makes a T3 axe/saw. Also makes a fancy T3 recurve bow.
-Reinforced Shell: Upgrades ladybug armor, much more defense and can block forever, sprint speed goes down by 25%. Become the tank.
-Congealed Blood: Upgrades Mosquito Blade. Killed enemies release a healing spray that restores 15% max health to the user, lowering by 3% when teammates are close. Each teammate gets 3% max health back.
-Toxic Fangs: Upgrades Spider Armor. Wearer attacks faster the lower their health is. Passive enemies get webbed when attacked.
-Smelly Fungal Gland: Upgrades Stinkbug Armor. Melee attacks recieved release slowing gas against enemies. Smaller enemies are more susceptible to stuns.
-Bombshell Chitin: Upgrades Bombardier Armor. Higher defense, self-destruct on death. Have the last laugh. Or make into fancy T3 arrows in sets of 15 with crow feather bits.
-Shining Goop: Upgrades Firefly Armor. Shines even brighter at night, smaller hostile mobs fear you. Spiders will be stunned for 3 seconds when they first attempt an attack at night.
-Queen Bee Stinger: Upgrades bee armor. Causes damage to melee attackers, chance to split an arrow in two to deal 2 strikes. Can also be made into a Bee Dagger, a T3 dagger that inflicts a faster acting poison.
That's all for now. Thanks for reading until the end!