Evangelion-01

Devoted Member
Apr 12, 2018
10,957
7,393
Wait is it better to capture low level natives than high level ones?

Are you saying we can customize and scale up low level ones faster than high level ones?

Cause from what I can see the higher level natives start with higher base attack and HP / Stun values, but all their skills only cost 1 point to upgrade (between 1-10 level), 2 points upgrade (between 20-30), etc.... cause they start with 0 unallocated skill points. Cause if a high level native starts with 25 attack, it would only take them 10 skill points to get to 35 attack? While low level natives start with like 10 attack, which means to get to 35 attack you would need allocate like 45 skill point? Though I am not sure how the supposed +100 exp per level factors in.

Am I confused or missing something?
But it takes much longer to Level them up as they are not at Level 1.
Level up a level 0 Character (offspring of any Character) and they increase their Level within minutes... have one with Level 50 and you might notice a Level up after several hours of playing.
Sure their base values are higher, but you can't improve those unless you Level them up... and if you assign them to mundane gathering tasks this will take extremly long... so not sure wether Low Level character you individually Leveled are better or not than widely spread NPCs you captured in villages or raids.
For example a gatherer doesn't need HP, Speed would be the most important stat... maybe strength as secondary.
Speed improves movement speed.
And gathering speed and ability is normally dependend on used tools
 
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Camilovidal97

Member
Aug 10, 2019
271
34
Appreciate the tips guys but I already know alot of these, i'm mainly just sharing the info that I know from my own playthrough that i hardly see talked about or mentioned to help who it may.
I'm at a point where i don't need anymore levels and i'm as strong as I care to be. I just get my kicks from raiding and pillaging villages, also rapes that's very important, that i've neglected my own village defense and so have to go running back while i'm in the middle of griefing the natives. Eventually i observed these traits about scouts and can for the most part dodge the raids as i run streaking across the island being a menace.
I don't know about raiders, but did you know scouts can spawn in the water? I remember when I was filling in the whole map i would see the 3 scouts just walking on the sea floor as i rafted about, they really will show up anywhere you are as long as you're outside, they couldn't see me above them in the water though.
Sis. One question for you.

Are you the dev?
 

OrdepNM

Newbie
Jan 21, 2024
21
24
Wait is it better to capture low level natives than high level ones?

Are you saying we can customize and scale up low level ones faster than high level ones?

Cause from what I can see the higher level natives start with higher base attack and HP / Stun values, but all their skills only cost 1 point to upgrade (between 1-10 level), 2 points upgrade (between 20-30), etc.... cause they start with 0 unallocated skill points. Cause if a high level native starts with 25 attack, it would only take them 10 skill points to get to 35 attack? While low level natives start with like 10 attack, which means to get to 35 attack you would need allocate like 45 skill point? Though I am not sure how the supposed +100 exp per level factors in.

Am I confused or missing something?
I did a quick experiment on this by capturing an extremely high level female large native (lvl 552) and a low level one (lvl 32) and raising the latter to lvl 552, by cheating myself an ungodly amount of the largest wonder berries. I also allocated points the same way the game does (50% hp 50% attack). The result was

Starts at 552: HP: 6975; Attack: 1420
Lvl up to 552: HP: 9925; Attack: 1965

So the one I raised became considerably stronger that the one I got as is. The upside is that without cheating or grinding to an ungogly degree, you're never gonna get a character that high up. Also the stun bar doest seem to go up as you lvl up at all: 6824 for the starter one, 572 for the one I leveld up.

That said, and putting aside all the arcane math that is probably too much effort to figure out for a fairly easy game like this, I think the main takeway is that if you want fighters for raids, it's best to get them from the raids themselves. Get Yona's chaos heart wand and the chaos totem, summon a really high level raid with only a couple people in it, and use the wand's heavy attack to knock them out - new fighters acquired. For workers, anyone will do.
 

aesir150

Active Member
Jul 5, 2017
541
972
I did a quick experiment on this by capturing an extremely high level female large native (lvl 552) and a low level one (lvl 32) and raising the latter to lvl 552, by cheating myself an ungodly amount of the largest wonder berries. I also allocated points the same way the game does (50% hp 50% attack). The result was

Starts at 552: HP: 6975; Attack: 1420
Lvl up to 552: HP: 9925; Attack: 1965

So the one I raised became considerably stronger that the one I got as is. The upside is that without cheating or grinding to an ungogly degree, you're never gonna get a character that high up. Also the stun bar doest seem to go up as you lvl up at all: 6824 for the starter one, 572 for the one I leveld up.

That said, and putting aside all the arcane math that is probably too much effort to figure out for a fairly easy game like this, I think the main takeway is that if you want fighters for raids, it's best to get them from the raids themselves. Get Yona's chaos heart wand and the chaos totem, summon a really high level raid with only a couple people in it, and use the wand's heavy attack to knock them out - new fighters acquired. For workers, anyone will do.

I was talking more about like Native NPCs near the starting beach that are like level 8 vs the level 47 Natives next to the entrance of the Cyborg lab.

But yeah I think your experiment pretty conclusively answered the question of scaling per level that capturing low level NPC is better in the long run.

My question is does stun value on NPCs even matter after you capture them? Cause no enemies do stun damage right? It only matters to the player because the player / companion has to bash them over the head with clubs / grapple them down?

Also an interesting thing I noticed was that level 47 male natives have 50 starting attack while the level 47 female ones only have 25 despite having the same stats in everything else.
 

OrdepNM

Newbie
Jan 21, 2024
21
24
I was talking more about like Native NPCs near the starting beach that are like level 8 vs the level 47 Natives next to the entrance of the Cyborg lab.

But yeah I think your experiment pretty conclusively answered the question of scaling per level that capturing low level NPC is better in the long run.

My question is does stun value on NPCs even matter after you capture them? Cause no enemies do stun damage right? It only matters to the player because the player / companion has to bash them over the head with clubs / grapple them down?

Also an interesting thing I noticed was that level 47 male natives have 50 starting attack while the level 47 female ones only have 25 despite having the same stats in everything else.

The lizards in the chaos cave do stun damage, also the dlc villager males, who have a club.
 

Evangelion-01

Devoted Member
Apr 12, 2018
10,957
7,393
The lizards in the chaos cave do stun damage, also the dlc villager males, who have a club.
Though it doesn't matter on wether you are K.O. by physical or stun damage.
It's not like a stuned Character gets treated any other way to a defeated one.
 

OrdepNM

Newbie
Jan 21, 2024
21
24
Though it doesn't matter on wether you are K.O. by physical or stun damage.
It's not like a stuned Character gets treated any other way to a defeated one.
Well kinda, HP you recover when not drawing aggro, stun damage you have to go to bed (inside a building) to recover. That alone makes the lizards the most annoying enemy in the game.

Also,

Later on you can create killing rooms for captureing entire raids or execution platforms, several screenshots for this were shared on this site.
Any examples you can link? That got me curious.
 
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Evangelion-01

Devoted Member
Apr 12, 2018
10,957
7,393
Any examples you can link? That got me curious.
Most recent I have found was this one
https://f95zone.to/threads/mad-island-v0-27-beta-e-made.209671/post-15930889
But I kinda remember someone posting about a platform base being surrounded by purple spikes with a singele liane arc entrance afterwards... couldn't find it anymore though.

Pretty much build some walls like a room, put alot of spikes inside and maybe also place a pillar with a Platform in the middle and get MC upstairs, remove the stair and just wait for the Raid to kill itself while trying to touch MC...
There are other options awell obviously but it's really only a matter of your own time and imagination
 
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GranTurboAutismo

Active Member
Aug 4, 2019
653
1,138
I was talking more about like Native NPCs near the starting beach that are like level 8 vs the level 47 Natives next to the entrance of the Cyborg lab.

1. But yeah I think your experiment pretty conclusively answered the question of scaling per level that capturing low level NPC is better in the long run.

2. My question is does stun value on NPCs even matter after you capture them? Cause no enemies do stun damage right? It only matters to the player because the player / companion has to bash them over the head with clubs / grapple them down?

3. Also an interesting thing I noticed was that level 47 male natives have 50 starting attack while the level 47 female ones only have 25 despite having the same stats in everything else.
1. What
If anything his test proved that capturing higher and higher level npcs is far better than leveling a character from scratch. You are not getting anyone to lvl 500+ without cheating or abusing level geometry to farm kills, but at that point why not just capture said high level characters instead of killing?
In 100+ hours the highest level npc in my settlement is just lvl 58.
I popped some totems down and easily(relatively) got a lvl 200+ Amazon woman, no extra time wasted leveling from 0.
The "long run" strategy is to just capture higher and higher level npcs- you are not catching up to that level in any reasonable time.

2. Stun values matter if your females get captured and you take too long to save them. High stun value means longer time before they go unconscious and get penetrated by the enemy.

3. women are generally weaker than men, more news at 11
 

OrdepNM

Newbie
Jan 21, 2024
21
24
1. What
If anything his test proved that capturing higher and higher level npcs is far better than leveling a character from scratch. You are not getting anyone to lvl 500+ without cheating or abusing level geometry to farm kills, but at that point why not just capture said high level characters instead of killing?
In 100+ hours the highest level npc in my settlement is just lvl 58.
I popped some totems down and easily(relatively) got a lvl 200+ Amazon woman, no extra time wasted leveling from 0.
The "long run" strategy is to just capture higher and higher level npcs- you are not catching up to that level in any reasonable time.

2. Stun values matter if your females get captured and you take too long to save them. High stun value means longer time before they go unconscious and get penetrated by the enemy.

3. women are generally weaker than men, more news at 11
Well, I just wanted to prove that there is indeed a stat loss when grabbing an high level npc from the raids, rather than raising one yourself. And for the record I did redo the "test" to a more manageable lvl 50, using a lvl 1 female native.

started at lvl 50: HP: 145 Attack: 26
Raise lvl 1-60: HP: 190 Attack: 36

As for what's better, I guess that's a matter of how you want to have fun. I mean get a chaos totem and a chaos heart wand and you can put a lvl 2000 amazon in your pocket in no time, but it's not like you can use her for much besides fight more raids without being absurdly OP. Hand raising their levels means they grow alonside the rest of your vilagers, including the unique characters and the "animals", rather than just make them obsolete.
 

barbanegraoficialbr

New Member
Feb 20, 2021
2
1
Thy Supreme_Evil <3

Mad Island [V0.27 Beta Steam] (Cheats UpdatedV0.27 Beta Steam)

- **Key B:** Opens UI with all the Commands(89) and Togglables
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Added to every command an Description, hover over the "?" of the Button to display it. (That wasnt a fun experience to find out what each does.. ☠)

**Togglable:** (in UI at the left side of the screen)
- Free Crafting
- Infinite Carry Count (no debuffs and travel limitations)
- Inf. Lives Cheat
- Inf. Food and Water Cheat(NPCs included)
- Invincible
- No Consume Item
- 100% Pregnancy & No Miscarriage
- Drops x100
- Risky Drops x100 Cheat (May Cause Bugs—Disable When Not in Use!)
- Generate maxStackDrops | NPC Drops +100 to +500
Drops always generate the highest possible stack drop chance or sometimes higher. NPC drops are +100 to +500 more drops.

**Passive:**
-
Max Stack increased to 9999
- Uncensored

**Special:**
- Search function with sorting and categories
- Txt Viewer

Info: I'm currently working on converting everything into a BepInEx plugin. It's going well, but I'm having some issues with the GUI. I hope that in the next update, I'll be able to switch from using the DLL to BepInEx.
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IMPORTANT: This is for the BETA version of the game, if you have the bought Steam version you need to select the beta test. Thy
J_Bunny for testing and the dll!
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EA Build V0.27 Beta Steam Assembly-CSharp_v34.rar
Latest Update at 2024.12.26
Installation:
First Create a Backup of the dll and saves, if smth does break..
Mad Island_Data → Managed → Override the dll.

Boss, how can I play with your mod but with the game's censorship? I think uncensored is kind of ugly, it's just personal taste.
 
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watashi no R

Member
Jan 8, 2019
135
71
is there a way to resummon plant boss? I assume we need to use command.
man it sucks when I lose an animation because of this.
while im at it how many defeat scene that bosses have? I assume all of them have it except for the centipede boss
 
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Triz Xavier

New Member
Jun 4, 2024
10
3
is there a way to resummon plant boss? I assume we need to use command.
man it sucks when I lose an animation because of this.
while im at it how many defeat scene that bosses have? I assume all of them have it except for the centipede boss
U can see all scene by pressing
Code:
ctrl+p
i think in title screen
 

Denkader

Member
Aug 13, 2024
206
320
I don't really see the appeal of staying in the shadows and breaking your legs to avoid detection when it actually helps you to improve...
Get yourself a weapon from the wooden or Iron workbench as early as you can and the free exp waves are easy to deal with.
I remember when I first started playing this game, I was very annoyed with the constant raids as I felt they kept interrupting me in whatever I was doing--mainly exploring and trying to understand how the game worked. It was kind of stressful, so a way to suppress them (or at least lower their frequency) would have been really useful at that point. Later on, of course, as I got better with the game, raids became more fun.

That said, there is another reason I like to avoid raids even at this stage. Leveling up is nice but it's not really my main focus. In my case, I love building. And one thing I really dislike is when a raid starts while I'm in the middle of building.

The best workaround I've found is to have Man wear the decoy charm and build in the sky. Raids fail when you're up high, so it's a perfect solution. And whenever I want to have some fun, I just pick a spot and use the /ass command to start a raid.

Best of both worlds ;)

You can also put the NPC with a decoy amulet somewhere high that is narrow. Like for instance there is a section of the mountain between Woman Only Village and Loli Village where the game considers it to be too narrow to find a valid place to spawn the raid and will just give you the "raid not spawn" message.
Placing the charm wearer on platforms built in the sky will also do the trick.

I don't know about raiders, but did you know scouts can spawn in the water?
Happens with raiders too. They'll even spawn (and get stuck) on mountain sides. Annoying as hell.

Pretty much build some walls like a room, put alot of spikes inside and maybe also place a pillar with a Platform in the middle and get MC upstairs, remove the stair and just wait for the Raid to kill itself while trying to touch MC...
Don't go up there until the raiders have arrived, though, or they'll never come. In fact, it makes me wonder if the raid won't get cancelled once you're up high. Never tried this.
 

Qahlz

Active Member
Jul 25, 2023
527
438
The best workaround I've found is to have Man wear the decoy charm and build in the sky. Raids fail when you're up high, so it's a perfect solution. And whenever I want to have some fun, I just pick a spot and use the /ass command to start a raid.
There's an item that lets you modify the number of raiders. AFAIK it will completely disable raids if you set the number to a negative value.
 
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