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Showing results for tags 'spawn points'.
I am playing on PC Win 7, and at about 195 days in-game. In addition to the ladybug respawn issue, I have steadily noticed entire areas of the map becoming essentially "dead zones" with no respawn of previously commonly encountered enemies. This was definitely evident after the August Update, but I had minor suspicions even earlier, as far back as the second post-launch hotfix patch. I have several examples of this issue, as follows: Orb Weavers Orb Weavers were a common sight both in the Hedge area and all along the wooden log walls on either side of the Oak Tree; however, for at
Okay so long story short under the big oak tree where the wolf spiders spawn me and my friends built a base and worked hard and long on it and it was coming along extremely well when I died from a ladybug and respawned for the first time at that base and when I spawned in so did THREE wolf spiders. I about pooped myself. After some thinking and trying to build up the courage we went in and we took them out as they destroyed our base. Luckily the chests didn’t break but we would very much appreciate if you guys added a system to prevent enemies from spawning around player built structures in th
Patrols: Sometimes called “pathers” or “pats,” these are lightly scripted enemies in that they walk a set circuit around a particular area. For example, a bandit camp may have two sets of patrols, two guards each, that walk a circle in opposite directions, on the outer edge of the camp; depending on which entry point the player attempts to control and timing (maybe you’re surprised in the middle of combat by a patrol that comes from behind), this would add a tactical layer. The AI may also be altered in that one guard may run away to warn the rest of the camp (perhaps after injury) or automati