So how will the werewolfs work beat alpha to become alpha or just beat up like 10 of them so they become submisive to mc ?
I will probably have 3 approaches for it. One where you win the combat against the pack boss. Another where you maybe bribe them with food or something, not quite sure yet, still working out the details. And a third where you become their plaything so they stop being hostile.
I just have to ask, how are going to adress the EXP situation? I mean Craft EXP is fine by me, it's nice smooth sailing once you get Foraging and Mining and you'll start seeing 5-10 EXP per action but what about Combat EXP?
Could you at least boost that dummy training? We're already losing 20 VIT for training with it and only getting 1 EXP is like getting kicked in the balls.
However, I'd like a better solution than running around with bombs, as much as I like doing that. It's basically cheesing the game since you don't have to do anything so overall combat might as well be deleted since you can just use bombs on every enemy and blow 'em to smeetherins.
The "chores" exp used to be 1-5 per action, I have changed it to a flat 5 exp in the current Patreon release already, so moving forward it will be 5 on Minion mode and 7 on Hero mode (Dummy training counts as "chores" too!).
There are much less skills that use Combat exp currently so it's a bit harder to get. However, the bomb approach mentioned would only work on enemies with low HP pools, it wont work too well on anything tanky, but it is good for gaining that initial combat exp needed to learn the actual skill books. Most enemies only do around 20 damage against a player in good Armour and Accessories.
I wouldn't really call using consumables "cheesing the game" since I did want that to be a valid way of dealing with encounters for Alchemist type characters.