So, my latest character started out Abandoned, which gives you the Frail trait. Reasonably, one of my highest priorities is decent armor, because I can’t take a hit and running isn’t always an option. Imagine how psyched I was when I looked in my crafting menu and saw the option to create armor from the demon spider chitin I love so very much. I had been wanting to do it for a while and, for the low price of a high Tailoring skill and the risk of murdering a few red nasties, I too could have armor boasting an amazing 40 cut protection and great coverage! Bash protection is kinda weak (worse than leather, for some raisin) but, for zombies, it’s the cut damage you usually want to worry about, IIRC. Well, I murdered a couple handfuls of demon spiderlings to get the necessary materials, whipped up the armor, gauntlets, boots and armguards, and set off into town to go clear some streets, believing that my armor was finally worth trusting to save me from being ripped and torn by the dead. There’s just one little problem…
It doesn’t work that well. I know my torso encumbrance is tanking my Dodge, but that’s what the armor is for. I haven’t gotten out of Spring yet, and I’m not fighting the really-advanced zombies, but the ones I do fight don’t seem to care that they have to rip through a plate of demonic chitin to get to my frail, squishy torso. The armguards are getting ripped to shreds while the rest of the armor is fine, but none of it at all seems to be protecting me from that much damage. Now, the torso coverage of the armor is only 90%, and I do understand that I could simply be getting extremely unlucky with the zombie hit rolls, but that seems unlikely to me.
Has anybody else noticed the same thing about the new armor, or is it just me? Buyer beware; I think I’m going to go back to my boiled leather if I can’t figure out why this armor is about as useful as wet newspaper.
edit: also purified meat can be turned into smoked meat via the crafting menu but can’t be smoked on the smoking rack
Where do you find all those magical things? Kinda new to the mod, only places I know about so far are wizard towers and used bookstores, but those only have spellbooks and scrolls. And those huge mana crystals which I have no idea what they are used for (except being a source of light). Also, alembics, but 0 alchemy recipes found so far.
I found a magical academy. I guess the game took pity on how far apart I placed my cities by giving me one with three wizard towers and the school. Tons of scrolls, a few books, a bunch of wands, magic items and alchemical components, bulette plates and gastroliths and the like. The mana crystals can be smashed if you’re strong enough; they have yielded crystallized mana and small mana crystals so far.
first of all, how much strength?, second, you forgot to tell him about the golems, most of the time they are plastic ones, but the other variants can be spawned too, although rarely, unless you are unlucky enough.
Well, yes, I’ve seen some iron golems, and maybe one stone? not sure. What about them? Do they drop something valuable? I just assumed since plastic golems didn’t drop anything of value, fighting other variants would be a waste of time too.
At least 10, I assume, since trying to break them before buffing a little didn’t do much. Plastic Golems are a joke so long as you can outrun them and hide in a car or a building and just let them clear the streets for you. They’re too strong, honestly. One Plastic Golem could solo basically an entire city of weak Zs and never need a break. I don’t know why super-regen is a thing on them but it really shouldn’t be.
Did a magiclysm run with 1.33 zed speed, 1.0 item drop rate and fast evolution. Lowered magic academy spawn from 150 to 25.
Wizard Tower drop rates could be buffed by like 50-100%. Even with 1.0 item spawn you can easily do 3 towers without getting a single scroll, and obviously you will run into duplicates/restricted schools the more you advance. If you play on 0.5 item spawn these are probably not even worth doing as they are (unless you’re desperate or lack other things to do).
Magic Academies are gross. Spawn chance needs to be divided by at least 3. Spell drops should be ~halved. Magic artifacts should be limited to lowest possible level and be guarded in a vault in the basement or some such. There is no reason to do Wizard Towers (which are harder) when you can walk into one of these unguarded and loot 20 or so spells and artifacts that are some of the most powerful items in the game.
Also feel like seven league boots should be nerfed to like 15-20 speed max. Magiclysm already gives massive speed bonuses to the player that add on top of mutations/bionics. You already need to be playing on higher than ordinary zed speed for these to even make sense as you can literally walk way from anything with normal cata settings. Most certainly have no place in the loot tables of magic academies.
they are good for butchering scrapping if you need the extra raw material from which they are made, once i needed clay to make a crucible, but didnt have any deposit near me, went exploring found a clay golem, and boom, like 100+ or so clay lumps.
or maybe just luring them and use them to clean some areas etc.
I wish more things would work as magical catalysts for spell casting, especially more of the conjured weapons, wands and weapons that require magical means to craft.
Dig a pit pretty much anywhere and you’re very likely to get something in the range of ~1-7.
Lair maps should reveal lairs of black dragons and demon spiders. The search command won’t help you find them because said lairs are “disguised” as “swamp” and “forest” tiles respectively, so you will have to search for them manually.
Demon spider lairs are easy enough to find since they are marked with a light gray “F” instead of the usual green one for forests.
On the other hand, black dragon lairs are marked with a 2x2 clump of tiles that look identical to swamp tiles, making them harder to track down unless the map revealed them outside of anywhere you have explored.
There’s a bug where if you loot a mana crystal with charges in it and then fill it up completely the contents of it will be split in 2 (i.e fill up a crystal with 24/50 to 50/50, description now says it has 24 mana charges then repeats the sentence saying it has 26 mana charges)
Now the real problem is that once one of these split charges is used up, all the mana from the other set gets discarded.
When I cast my wand with 27/50 (actually 26 + 1) I’m left with a 1/50 crystal.
I haven’t really used wands before so don’t know if this is an issue on the experimental branch (10516 atm) or something that has been around longer.
Oh I thought that might have been the case since I saw a random forest tile pop up, but wasn’t sure. Luckily I haven’t strayed far from my starting city yet.
The ones in the fairy tales would be better represented by teleporting the player to a neighboring overmap chunk with every step. Seven leagues is about 21 miles. Good for scouting, bad for save size!