Hmmm, strange. In all my save files I only spend 3 time per step in town, even in new games. Either there something wrong with your save file or my game, although I re-downloaded the game to test it. Maybe you have a debuff on that save file that reduces your speed like cumflation?Yeah I just thought it odd it gave oral/vaginal/anal/hand point.
And at 5 scoutcraft normal is 3 time per step in town vs 7 in survival.
But on another file Lona has 6 Scoutcraft and uses 10 time per town square movement on survival.
Does carry weight factor in?
The biggest issue is that sleeping in game does NOT reset the count-down (count-up?) timer for the day/night cycle. So if you sleep at night with 99 on the timer then move 1 tile in the morning, it's night again.- The passing of time suffers from a similar issue. I don't understand why sleeping at the Inn doesn't take me straight to the next morning. Bypassing the nighttime, when outside more dangerous, is usually the point of staying at an inn. Almost every time, it's still night time after resting. If I do leave town in the morning, it's already dark by the time I get to the nearest forest. Time doesn't pass that quickly. The average person can go about 20-25 miles before sundown.
The guards are in case you have low morality (murdering people, stealing stuff, etc) as they become hostile and try to capture you in such a case. But yeah, it gets annoying after a while but not as bad as the bandit encounters.- I am not too fond the encounters within the city, but I understand why they're there. I don't know why we care about the guard patrols though.
The trading mechanic is great in my opinion, it's something new and original. It forces you to think about what you want to trade and not to just sell everything at one merchant and buy somewhere else as you lose more 'money' from the inefficiency of buying and selling coins. Also stops you from exploiting the game by selling food to hobos (high price) then getting big $$$ to buy your equipment.- I think the trading mechanics of the game are over engineered. I get that it's supposed to represent haggling, but still.
notedThe biggest issue is that sleeping in game does NOT reset the count-down (count-up?) timer for the day/night cycle. So if you sleep at night with 99 on the timer then move 1 tile in the morning, it's night again.
Gathering/self sufficient strat is:Tbh I have been challenging this game for a week. What happened, in the end, was me being depressed because I couldn't find a way to progress the main game tho. Can anyone lend me a hand for providing a decent walkthrough for this game?
Lol, I didn't even know that I had to go to the east forest I kept going to the forest that has to pass Goblin cave in the North. Wasn't even able to clear Herb quest. I really appreciate your smart strat. Also what I find very challenging is the completing quest (on the board on Tavern) since I don't know where I need to get the materials that are asked from Quest progressing and (even if I did collect materials needed) where to submit those materials. If you're one of the people who saw the ending of the game, any tips for that?Kinda cheese strat is:
In the sewers grab the spear in the bottom left chest, grab the sword in front of the goblin bottom right. Kill rats for the quest. Pick up some tiny rats in the sewers, don't eat any of your food. Try to stay in there a while collecting meat from giant rats and picking up the little rats until you get low on hunger, then exit the sewers.
Head to the tavern and complete the quest for monies. Now head one space right, one space down of the tavern and enter the town square. Head over to the wizard and sell items as needed until you can buy the wisdom glasses from the wizard (Equip them). Next head right to the armor/weapon seller and sell food until you can buy the sickle. You may need to sell the sword or various things if you didn't collect enough food in the sewer before leaving, that's why it's important not to eat too much food.
This sets you up to be able to immediately collect herbs in the nearby forest with a massive wis boost (Head east outside the city until you cross the bridge, then go south to the forest. I think that's the closest/safest forest). The herbs sell for a lot and can also be turned in for a quest/exp. Also a way to stock up on tons of food and all your sales will be worth more thanks to the glasses. Meat restores more food and sells for less than fruit, so eat that first. You probably won't be able to directly fight boars but you can lead an aggressive one to another boar and it'll kill it.
This is pretty much how I start all my runs now after dozens of playthroughs, lol.
If you want to go the afk route, you can also hire the whip guy in the tavern for soup and go watch him beat up zombies with the graveyard quest, but I find it a lot less interesting. Especially if you don't go a pure melee build, you'll waste too much stamina and it's better if you just lead the whip dude around to kill everything.
Herb turn in is a few spaces NE of the tavern at the creepy doctor kid's house. It's only open during the day. The herbs for the quest are what you get from following my strat above.Lol, I didn't even know that I had to go to the east forest I kept going to the forest that has to pass Goblin cave in the North. Wasn't even able to clear Herb quest. I really appreciate your smart strat. Also what I find very challenging is the completing quest (on the board on Tavern) since I don't know where I need to get the materials that are asked from Quest progressing and (even if I did collect materials needed) where to submit those materials. If you're one of the people who saw the ending of the game, any tips for that?
Higher wis allows more herbs to show up on maps. I think with the Wis glasses alone you have a chance of 2-3 per map. The sickle also reduces herb/food stamina gathering cost from 3 to 1 (It needs to be equipped). It's essential really or you'll just eat through all the food you gather trying to maintain energy levels.Only got one play through but I it's been going on for a while so if anyone has better methods/guides or any quests/jobs I missed go ahead and tell me. I'll try to update it overtime
Quest Guide
Repeatable:
1. Collect White Dragon Grass (Reward 2 small copper coins)
-Not that good of a quest (3/10).
>Just exit Noer using the Eastern exit, cross the bridge to the east, enter the rain forests below (next to the water).
>Look for 'White Dragon Weed' which look like tall grass/hay/rice and stand on top of it and press enter/z. At the beginning, when you have no wisdom, you only get 1 White Dragon Weed per map so you have to exit and re-enter.
>After getting five, enter back into Noer and go to 'Elise Obstetrics and Gynecologist', the building on the top right of the map (red building with a chimney), only open during the day so press 'ctrl' to skip time without stamina cost if you need to wait
-Tips: watch out for boars, they are dangerous and can easily stun lock you. Gathering any material (other than wood) costs 3 stamina. You can also get apples (from trees with red apples), grapes (from vines on map walls with purple grapes), Blue berries (from grass with blue berries), and tomatoes (from vines on map walls with red tomatoes) for the same cost
2. Mine Monster Cleanup
TBA
3. Undead In Cemetery
TBA
4. Squatters In The Sewers (says one-time but quest re-appears after a while)
TBA
One-Time:
1. Rat Quest (Tutorial)
2. Missing Convoy
3.
4. Missing Daughter
5.
Job Guide
1. Waitress
2. Dancer
3. Prostitution
4. Gathering
I don't see any reason why that would happen, since beggars don't seem to offer more tp for food items than anyone else, and if there wasn't a tp system, no reason beggars would offer any money at all in exchange for anything, since they're beggars.Also stops you from exploiting the game by selling food to hobos (high price) then getting big $$$ to buy your equipment
Weird, could have sworn that they payed more for food, my bad then. Actually, I thought there were dynamic prices, certain vendors payed more for certain goods and less for others; what happened to it?I don't see any reason why that would happen, since beggars don't seem to offer more tp for food items than anyone else, and if there wasn't a tp system, no reason beggars would offer any money at all in exchange for anything, since they're beggars.
Selling off your junk to one merchant and spending your newfound cash is not a video game exploit. It's how markets work. Right now, irl, I could sell off a whole bunch of my junk to a pawn shop then run down to another store and buy something else.The trading mechanic is great in my opinion, it's something new and original. It forces you to think about what you want to trade and not to just sell everything at one merchant and buy somewhere else as you lose more 'money' from the inefficiency of buying and selling coins. Also stops you from exploiting the game by selling food to hobos (high price) then getting big $$$ to buy your equipment.
Although it is really annoying that it disappears upon 1 day/night cycle as it becomes difficult to use after working as a dancer in the inn.
That's would be really cool, although it does sound like a pain to code so one can hope. Really hope a system like this is implemented but in the end, it's up to the developer.Selling off your junk to one merchant and spending your newfound cash is not a video game exploit. It's how markets work. Right now, irl, I could sell off a whole bunch of my junk to a pawn shop then run down to another store and buy something else.
The same exploit issue could be just as easily addressed by giving all the merchants a limited stock and wallet that replenishes based on how well the market is doing - which the player gets to influence based on how much they're buying and selling goods. The players would receive diminishing returns based on how much and how often they sell a certain good. At a certain point, vendors could even stop buying from the player simply because they either have no copper pieces left, or the market is so flooded that they can't move product. etc etc. Additionally, a vendor could even turn down a sale from Lona because they don't buy that product in the first place. Unless Lona herself a trader with a silver tongue, why can I sell rats, animal meat, and herbs to the smithy? That doesn't make sense. This solution would also remove any possibility of some kind of exploit in the game of selling food to hobos. Hobos shouldn't have money to begin with, because they otherwise would not be hobos.
I think this would make much more sense - and possibly be even more challenging - than this weird semi-haggling thing the game currently uses.
I unlocked Mercenary, and Hooker in that order. I think you just get Mercenary after doing enough quests from the board and Hooker after selling your body a bunch.Titles [TBA]
(No Idea what they do, if you know a few or how to unlock them, tell me)
Commoner
Mercenary
Hooker
Not only stun lock but also the the unfair movement and attack speed should be fixedprotection ain't gonna do shit unless it reduce the stun lock.
hell, I've seen Cecily get bodied by a lone spear-man.