Elodie's expert direction and prop placement results in a play real enough to inspire, but not real enough to maim. Freya stomps away shaking her head at these young whippersnappers and their new "surviving through a settlement year ideas". Still everyone is inspired and more importantly alive.
Seriously...I'm logging into Rotten Organ reviews and putting this at zero % right now.
Monster bone and hide.
Here is the tricky part. Organs...
Do you all want another cat eye circlet, or a shot at the leather shield?
I'll say personally, I want to get Khrom shield spec'd as an alternative tank to Badrolls. Plus, shield spec/mastery is really good.
But I have to realize, that we dont have ammonia at this moment, nor probably the hides needed for making a shield this year... Or next year... I know, hindsight 20/20 but at the time, symposium was the better call, and it should alleviate another chance this and next year for ammonia.
Plus if we get ammonia, I know you all want sickles and pickaxes, (totally needed) and that throws my argument for another crafting site out the window this year.
So tldr, do you all want to spend the cat eye or the ??? for the required organ?
I say spend ???
Welcome to me trying to think this all out as I type it...
Elodie's expert direction and prop placement results in a play real enough to inspire, but not real enough to maim. Freya stomps away shaking her head at these young whippersnappers and their new "surviving through a settlement year ideas". Still everyone is inspired and more importantly alive.
Seriously...I'm logging into Rotten Organ reviews and putting this at zero % right now.
You came expecting a Saw franchise entry, and left feeling like you watched Beauty and the Beast?
Elodie's expert direction and prop placement results in a play real enough to inspire, but not real enough to maim. Freya stomps away shaking her head at these young whippersnappers and their new "surviving through a settlement year ideas". Still everyone is inspired and more importantly alive.
Seriously...I'm logging into Rotten Organ reviews and putting this at zero % right now.
You came expecting a Saw franchise entry, and left feeling like you watched Beauty and the Beast?
Well, if we use the ??? as an organ to innovate, then we can't use three bone for the weapon smith and another cat claw for a second katar.
Weapon smith sounds good if it can get BadRolls to 3 courage (he's at 2 at the moment)
I'm not so sure a second katar should be on the priority list right now, but either way i think we may be short resources to do a lot and have to reconsider, so i agree, lets use the cat eye instead of the ??? to give us a little more flexability.
Ammonia's pretty good (presumably leather worker upgrades, pick, scythe, whip. ), so better stuff.
Drum's pretty good, the survival ability is nice and Rawhide drums are good against intimidate (although being courageous also defends against intimidate, as does insanity sorta)
Nightmare training is good if we have the survival limit and can get permanent upgrades to our villagers.
Pretty sure we just let damaged villagers die though, so don't think we need beds.. unless there's an intimacy effect.
Edit: Bed gives +1 Strength to newborns on a 7 or 8 on the intimacy roll.
Still pretty bad, as we have no way of triggering intimacy at the moment.
I sort of want the weapon smith so we can get a match maker to trigger intimacies if that's a thing it does.
If so, we won't be able to build a lot of tech from ammonia immediately
El SkidThe frozen white northRegistered Userregular
So question about the nightmare training- do all villagers have survival, or just departing ones?
Cause if the villagers thar aren’t leaving have survival then that’s pretty amazing- we can get lots of bonuses with a high enough survival limit...or am I missing something?
So question about the nightmare training- do all villagers have survival, or just departing ones?
Cause if the villagers thar aren’t leaving have survival then that’s pretty amazing- we can get lots of bonuses with a high enough survival limit...or am I missing something?
I think most of our survival comes from "Departing survivors gain survival", so you have to go fight, come back with enough survival left in the tank already, and then train.
The 7 or 8 result for intimacy also grants like +10 survival to the parents to I think.
You get one for first being named. After that it needs to come from gear/events/depart bonuses so usually only happens to people who've been on a hunt.
humm. all decent....but heres the thing. currently rawhide armor is generally 1 armor per location. Upgrading to leather armor next moves that up to 3 armor per piece, and the shield and whip become available.
Currently we have only been fighting white lions, and thats fine. the lions resource deck is weighted a bit to give more hide than bone/organ anyway, even if we have not really seen that yet.
Ammonia lets us skip an armor level, and opens tech further. i like bed as well, but Ammonia has to be the priority.
Stercus, Stercus, Stercus, Morituri Sum
0
Options
38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Can’t we get ammonia for free if we keep going for lions?
Resource List tracking:
(from storage)
broken lantern (scrap)
(from hunt) (organ)Eye of Cat (hide)White fur
(hide)Curious hand
(hide) Monster Hide (hide) Monster Hide (bone)Lion Claw
(bone) Lion Claw
(bone) Skull (bone) Monster Bone (Wildcard) ???
Cyclops Fly vermin.
Used: Eye of Cat, Monster Hide, Monster Bone. for Innovation.
alright doing a little theory proposal here.
if we build the leather worker we will be down to:
(bone) lion claw
(bone) lion claw
(bone) skull
(scrap) broken lantern
and thats all. we wont be able to make anything except some bone weapons. (Having used white fur, curious hand, monster hide and ??? to build the leather worker)
Alternatively if we built the weapon crafter we would likewise be down to only
white fur (hide)
curious hide (hide)
???
likewise, this does not leave us with enough resources to build anything available from the weapon crafter.
I think the leather worker will be better for us to go for at this time. we have enough weapons to fight right now after all.
now after we build, we should augury. maybe more than once depending on the result. and im stealing the insanity point from the skull before we end up using it if nobody has any objections.
it kinda sucks that nothing really gets made but i think we have to do it.
Can’t we get ammonia for free if we keep going for lions?
the roll that gave us that option is from the lion specific hunt events...while its not impossible to get, its a random draw, and i would not want to rely on getting it that way.
Resource List tracking:
(from storage)
broken lantern (scrap)
(from hunt) (organ)Eye of Cat (hide)White fur
(hide)Curious hand
(hide) Monster Hide (hide) Monster Hide (bone)Lion Claw
(bone) Lion Claw
(bone) Skull (bone) Monster Bone (Wildcard) ???
Cyclops Fly vermin.
Used: Eye of Cat, Monster Hide, Monster Bone. for Innovation.
alright doing a little theory proposal here.
if we build the leather worker we will be down to:
(bone) lion claw
(bone) lion claw
(bone) skull
(scrap) broken lantern
and thats all. we wont be able to make anything except some bone weapons. (Having used white fur, curious hand, monster hide and ??? to build the leather worker)
Alternatively if we built the weapon crafter we would likewise be down to only
white fur (hide)
curious hide (hide)
???
likewise, this does not leave us with enough resources to build anything available from the weapon crafter.
I think the leather worker will be better for us to go for at this time. we have enough weapons to fight right now after all.
now after we build, we should augury. maybe more than once depending on the result. and im stealing the insanity point from the skull before we end up using it if nobody has any objections.
it kinda sucks that nothing really gets made but i think we have to do it.
If the weapon smith is built, then we could still craft a second katar for the x2 speed bonus if we use the ??? for bone for the smith and reserve a cat claw for the katar.
Similarly, you can turn the skull into a skull helm if we go the leather worker.
I think I'm leaning more towards the weapon smith.
But if we have ammonia, then I'm happy going the leather worker too.
the thing about the weapon smith is that most of the stuff it makes we cant make until we get heat.
0 Counterweighted Axe 2 6 4 weapon,melee,axe,2H. Reach 2. 0.5-aff-red = on a perfect hit, do not draw a hit location (monster suffers 1 wound).
Weapon Crafter 1x bone, 1x hide, 1x organ
1 Finger of God 2 5 5 weapon,melee,spear,2H. Reach 2. 1-aff-green/1-aff-blue/1-aff-red = if you have +5 survival then gain +1 accuracy and +1 strength.
Weapon Crafter 1x phoenix finger, 4x bone
2 Manacles 2 8 0 uses whip profiency. Note that manacles cause no wounds. On a successful wound roll, they lower a monster's movement by 3 (for each successful wound roll). Use Whip Proficiency number for the Strength rather than 0. If a survivor carries manacles during an event where another survivor would leave the group or settlement, roll an attack. On success, they are prevented from leaving.
Weapon Crafter 2x iron, 1x lion tail
4 Scrap Dagger 3 7 2 dagger,metal. On a perfect hit, gain +2 strength for the rest of the attack.
Weapon Crafter heat, 1x bone, 1x scrap
5 Scrap Sword 2 5 3 sword,metal. On a perfect hit gain +4 strength for the rest of the attack. 2x 1-aff-red/1-aff-blue = gains Deadly.
Weapon Crafter heat, 2x bone, 1x scrap
6 Skullcap Hammer 2 7 3 club,bone. On a perfect hit, monster is dazed and gains -1 speed token until end of its turn. Max -1/round.
Weapon Crafter 2x bone, 1x scrap
7 Whistling Mace 3 6 3 club,bone. On perfect hit, reveal next AI card. Place it on top or bottom of AI deck. Unwieldy: if any attack rolls are 1, you hit your self and suffer 1 damage.
Weapon Crafter 2x bone, 1x organ
Everything italizied would be uncraftable for at least several lantern years. while i wouldnt mind going for a counterweight axe for whoever specializes in axes, the zanbato, is still frail equipment, which is bad for future monsters (dense locations). the mace isnt bad, but the specialization isnt the best.
Since its use is further in the future, id rather not build the weapon crafter just yet.
as far as the katar, how bout we save the lions claw component and after the next hunt we promise to make the katar (only need one hide at that point). i think from the last hunt that we can deal with another level one lion pretty well with what we have, and i definately will want to replace any bone weapons next settlement, so getting the katar this year isnt a vital thing.
Dude...this is like the sixth time I've asked you not to post spoiler stuff ahead, and this one immediately after saying I wanted to keep the weapon crafter and other building a surprise. You can only be surprised your first playthrough. You can min/max everything you want on any subsequent playthrough.
The friday night campaign is open to anyone with no restrictions if you would rather play that one instead.
Dude... you are adding an unnecessary level of difficulty into an already super difficult game if you will not let us look at the boards of what we are building before we choose to build them. Planning the settlement out is VITAL to success in this game. Several people playing have obviously played before or are familiar with at least the early/mid bits, its impossible for us to completely ignore what we know. I'm not spoiling STORY or Events. You want me to quit, fine, but this game has more than enough instances of walking your character into death blindly and unpreventably that to keep it interesting and fun you have to feel your in control of something. thats what the settlement phase is for. I've always played settlement planning this way.
Looking at the weapon smith, the Endeavour on it is no sure thing.
Probably better to get the leather worker (after ammonia), or just build pickaxes and scythes for resources.
Looking at the weapon smith, the Endeavour on it is no sure thing.
Probably better to get the leather worker (after ammonia), or just build pickaxes and scythes for resources.
trying to operate under MrBody's rules, i'm voting ammonia. The immediate benefits are scythes and pickaxes which also affect our hunts to gather more resources. It also leads us to tech to use scrap.
nightmare training is a no go at the moment. we only have a limit of 4 survival, and so it requires someone to have not spent survival at all on a hunt or risk death (par for the course atm)
beds are nice, but we can't benefit from it just yet with our 'wounded' surivors. It does benefit babies, but we can't reliable make them yet to begin with.
drums, a good case, immediately useful in making a rawhide drum and for potential cures for disorders, but to me, ammonia outweighs it.
I am aware that we might not be able to craft some gear if we go for a crafting station this time around... that's the point. we are trying to open up our gear options for next year.
we wanted to make babies, the weapon crafter is the *only* option available to us at this point for settlement courage proc'ing.
Lions are what are on the menu for the time being. We did very well against the last lion, and I think we can make that happen again this year.
Until we can dash, antelopes are a no go for me, even with having scythes, and there are parts that I *really* want from the antelope, but we have no ability to process them yet beyond turning it all into basic gear.
My proposal for weaponcrafter means we can start making better weapons, which are much much better at confirming wounds, and start farming scrap as well as an alternate source for armor. hide is incredibly scarce for the amount we need to outfit hunters. farming up scrap can help alleviate that.
weaponcrafter also gives a chance for settlement courage which ties into babies...
none of this is set in stone guarantee'd for making babies or what not. but its what's available right now, and can help springboard for better stuff next year.
Too bad for BadRolls, but we do have the frenzy potion, which we can give to a newbie hunter. Khrom is set for mental toughness for a while. We can have other new hunters gain insanity from the frenzy pot.
I know that some people are looking at the building upgrades, and seeing that we can't immediately use them, because of the material requirements. That is correct.
But look at how many resources we usually get. About 8 to 10. And not guaranteed to completely draw bone or hide or organ, along with needing the trifecta for innovations. We build now to benefit next year.
We are going to need good weapons next year, more so than armor.
I also recommend we hold off on spending many hides too, beyond just a scythe, and maybe bandages. We really need someone equiped with bandages.
You have not seen a bleed effect spiral from combo claw and/or bloody claw and/or vicious claw, which can kill a hunter in two turns regardless of armor.
Posts
Seriously...I'm logging into Rotten Organ reviews and putting this at zero % right now.
I'm also looking back at year 2 and trying to see if we had anything leftover besides a lantern scrap.
Quoting this again for TOTP.
With innovate, we chose the generics.
Monster bone and hide.
Here is the tricky part. Organs...
Do you all want another cat eye circlet, or a shot at the leather shield?
I'll say personally, I want to get Khrom shield spec'd as an alternative tank to Badrolls. Plus, shield spec/mastery is really good.
But I have to realize, that we dont have ammonia at this moment, nor probably the hides needed for making a shield this year... Or next year... I know, hindsight 20/20 but at the time, symposium was the better call, and it should alleviate another chance this and next year for ammonia.
Plus if we get ammonia, I know you all want sickles and pickaxes, (totally needed) and that throws my argument for another crafting site out the window this year.
So tldr, do you all want to spend the cat eye or the ??? for the required organ?
I say spend ???
Welcome to me trying to think this all out as I type it...
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
What we have is what is posted plus a lantern scrap.
We were wondering what to do about lion testes and ???. We made the frenzy potion and grease with them.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
There shouldn't be a question if we are going to innovate, that has to happen.
a second cats eye isnt really necessary right now.
You came expecting a Saw franchise entry, and left feeling like you watched Beauty and the Beast?
Steam: TheArcadeBear
I should have realized...it was rated G.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Do we want two bracelets?
Weapon smith sounds good if it can get BadRolls to 3 courage (he's at 2 at the moment)
(from storage)
broken lantern (scrap)
(from hunt)
(organ)Eye of Cat
(hide)White fur
(hide)Curious hand
(hide) Monster Hide
(hide) Monster Hide
(bone)Lion Claw
(bone) Lion Claw
(bone) Skull
(bone) Monster Bone
(Wildcard) ???
Cyclops Fly vermin.
Used: Eye of Cat, Monster Hide, Monster Bone. for Innovation.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Bleh! Nuts to that place. One of those businesses that prides itself on "great work culture experience" but is more like a controlling cult.
Anyway, update commencing.
Drum's pretty good, the survival ability is nice and Rawhide drums are good against intimidate (although being courageous also defends against intimidate, as does insanity sorta)
Nightmare training is good if we have the survival limit and can get permanent upgrades to our villagers.
Pretty sure we just let damaged villagers die though, so don't think we need beds.. unless there's an intimacy effect.
Edit: Bed gives +1 Strength to newborns on a 7 or 8 on the intimacy roll.
Still pretty bad, as we have no way of triggering intimacy at the moment.
I sort of want the weapon smith so we can get a match maker to trigger intimacies if that's a thing it does.
If so, we won't be able to build a lot of tech from ammonia immediately
Cause if the villagers thar aren’t leaving have survival then that’s pretty amazing- we can get lots of bonuses with a high enough survival limit...or am I missing something?
I think most of our survival comes from "Departing survivors gain survival", so you have to go fight, come back with enough survival left in the tank already, and then train.
The 7 or 8 result for intimacy also grants like +10 survival to the parents to I think.
Currently we have only been fighting white lions, and thats fine. the lions resource deck is weighted a bit to give more hide than bone/organ anyway, even if we have not really seen that yet.
Ammonia lets us skip an armor level, and opens tech further. i like bed as well, but Ammonia has to be the priority.
alright doing a little theory proposal here.
if we build the leather worker we will be down to:
(bone) lion claw
(bone) lion claw
(bone) skull
(scrap) broken lantern
and thats all. we wont be able to make anything except some bone weapons. (Having used white fur, curious hand, monster hide and ??? to build the leather worker)
Alternatively if we built the weapon crafter we would likewise be down to only
white fur (hide)
curious hide (hide)
???
likewise, this does not leave us with enough resources to build anything available from the weapon crafter.
I think the leather worker will be better for us to go for at this time. we have enough weapons to fight right now after all.
now after we build, we should augury. maybe more than once depending on the result. and im stealing the insanity point from the skull before we end up using it if nobody has any objections.
it kinda sucks that nothing really gets made but i think we have to do it.
the roll that gave us that option is from the lion specific hunt events...while its not impossible to get, its a random draw, and i would not want to rely on getting it that way.
If the weapon smith is built, then we could still craft a second katar for the x2 speed bonus if we use the ??? for bone for the smith and reserve a cat claw for the katar.
Similarly, you can turn the skull into a skull helm if we go the leather worker.
I think I'm leaning more towards the weapon smith.
But if we have ammonia, then I'm happy going the leather worker too.
I'll vote ammonia.
0 Counterweighted Axe 2 6 4 weapon,melee,axe,2H. Reach 2. 0.5-aff-red = on a perfect hit, do not draw a hit location (monster suffers 1 wound).
Weapon Crafter 1x bone, 1x hide, 1x organ
1 Finger of God 2 5 5 weapon,melee,spear,2H. Reach 2. 1-aff-green/1-aff-blue/1-aff-red = if you have +5 survival then gain +1 accuracy and +1 strength.
Weapon Crafter 1x phoenix finger, 4x bone
2 Manacles 2 8 0 uses whip profiency. Note that manacles cause no wounds. On a successful wound roll, they lower a monster's movement by 3 (for each successful wound roll). Use Whip Proficiency number for the Strength rather than 0. If a survivor carries manacles during an event where another survivor would leave the group or settlement, roll an attack. On success, they are prevented from leaving.
Weapon Crafter 2x iron, 1x lion tail
3 Rainbow Katana 4 4 4 katana,finesse,2H. Frail. 0.5-aff-red/1-aff-green/1-aff-blue = gains Deadly.
Weapon Crafter heat, 1x phoenix beak, 1x rainbow droppings, 1x iron, 6x bone
4 Scrap Dagger 3 7 2 dagger,metal. On a perfect hit, gain +2 strength for the rest of the attack.
Weapon Crafter heat, 1x bone, 1x scrap
5 Scrap Sword 2 5 3 sword,metal. On a perfect hit gain +4 strength for the rest of the attack. 2x 1-aff-red/1-aff-blue = gains Deadly.
Weapon Crafter heat, 2x bone, 1x scrap
6 Skullcap Hammer 2 7 3 club,bone. On a perfect hit, monster is dazed and gains -1 speed token until end of its turn. Max -1/round.
Weapon Crafter 2x bone, 1x scrap
7 Whistling Mace 3 6 3 club,bone. On perfect hit, reveal next AI card. Place it on top or bottom of AI deck. Unwieldy: if any attack rolls are 1, you hit your self and suffer 1 damage.
Weapon Crafter 2x bone, 1x organ
8 Zanbato 1 6 6 grand,2H,bone. Slow, Frail, Deadly (+1 luck). 0.5-aff-red/1-aff-green = Gaints Devastating 1: whenever you wound, inflict 1 additional wound.
Weapon Crafter 1x great cat bone, 2x hide
Everything italizied would be uncraftable for at least several lantern years. while i wouldnt mind going for a counterweight axe for whoever specializes in axes, the zanbato, is still frail equipment, which is bad for future monsters (dense locations). the mace isnt bad, but the specialization isnt the best.
Since its use is further in the future, id rather not build the weapon crafter just yet.
as far as the katar, how bout we save the lions claw component and after the next hunt we promise to make the katar (only need one hide at that point). i think from the last hunt that we can deal with another level one lion pretty well with what we have, and i definately will want to replace any bone weapons next settlement, so getting the katar this year isnt a vital thing.
The friday night campaign is open to anyone with no restrictions if you would rather play that one instead.
Probably better to get the leather worker (after ammonia), or just build pickaxes and scythes for resources.
trying to operate under MrBody's rules, i'm voting ammonia. The immediate benefits are scythes and pickaxes which also affect our hunts to gather more resources. It also leads us to tech to use scrap.
nightmare training is a no go at the moment. we only have a limit of 4 survival, and so it requires someone to have not spent survival at all on a hunt or risk death (par for the course atm)
beds are nice, but we can't benefit from it just yet with our 'wounded' surivors. It does benefit babies, but we can't reliable make them yet to begin with.
drums, a good case, immediately useful in making a rawhide drum and for potential cures for disorders, but to me, ammonia outweighs it.
I am aware that we might not be able to craft some gear if we go for a crafting station this time around... that's the point. we are trying to open up our gear options for next year.
we wanted to make babies, the weapon crafter is the *only* option available to us at this point for settlement courage proc'ing.
Lions are what are on the menu for the time being. We did very well against the last lion, and I think we can make that happen again this year.
Until we can dash, antelopes are a no go for me, even with having scythes, and there are parts that I *really* want from the antelope, but we have no ability to process them yet beyond turning it all into basic gear.
My proposal for weaponcrafter means we can start making better weapons, which are much much better at confirming wounds, and start farming scrap as well as an alternate source for armor. hide is incredibly scarce for the amount we need to outfit hunters. farming up scrap can help alleviate that.
weaponcrafter also gives a chance for settlement courage which ties into babies...
none of this is set in stone guarantee'd for making babies or what not. but its what's available right now, and can help springboard for better stuff next year.
Too bad for BadRolls, but we do have the frenzy potion, which we can give to a newbie hunter. Khrom is set for mental toughness for a while. We can have other new hunters gain insanity from the frenzy pot.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
But look at how many resources we usually get. About 8 to 10. And not guaranteed to completely draw bone or hide or organ, along with needing the trifecta for innovations. We build now to benefit next year.
We are going to need good weapons next year, more so than armor.
I also recommend we hold off on spending many hides too, beyond just a scythe, and maybe bandages. We really need someone equiped with bandages.
You have not seen a bleed effect spiral from combo claw and/or bloody claw and/or vicious claw, which can kill a hunter in two turns regardless of armor.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN