![]() And they WILL chase it across the map, even if they won't chase you that far individually.The strategy that might help get me acclimated to (simulated) deep sea diving is to build a network of bases as I descend the ocean through the various biomes. Everything hates the Cyclops WAY more than divers or other vehicles. Fortunately, not back to where it had been last year.Īs for aggressiveness itself, everything seems to be OK until you get into your Cyclops. If it weren't for all the wild teeth, I'd almost guess it had been mid-update nerfed. It got better after that but never got anywhere near what it had been the last time. On the other hand, one game I'll get 15 teeth in a minute from setting up a pair of stalkers with some scrap, and another just the other day I watched them swap scrap over 40 times before a single tooth dropped. For example, I find "wild" teeth every so often, which was VANISHINGLY rare, almost never happened before. ![]() I'm starting to find that there's some variety to the teeth drop rate. I don't have creatures chasing me across the map. It may be almost too easy to get the teeth now, but I digress.Ĭan't say I believe creatures are any more apparent or hostile and they seem to stick to their respective biomes. The most major difference I've seen is the amount of stalker teeth I can farm now from the stalker/metal salvage method. I play in the experimental branch and start a new save almost every week. Originally posted by Lucki:Can't say I've noticed much of a difference. I swear I don't see how anyone survives going in there between the warpers and the squids, and the fact that you can't seem to disperse them for more than a few seconds no matter what you do. They ARE far too dense down by the Degasi DGR base, though. The ones you can see seem closer than they really are because they're massive and loud. Makes it seem like there's one breathing down your neck no matter where you try to hide, even if they are technically spread out. Crabsquid do seem pretty over-abundant, but that may have something to do with how large they are and how far their vocalizations carry. Though the Bonesharks end up having the same density problem anyway, even if it doesn't appear to be a bug. I do NOT see that with any other critters at the moment (including Stalkers they've always roamed in small packs, and scrap metal tends to concentrate them). This to me clearly indicates some kind of spawning or duplication bug. Like Sandsharks used to when they were bugged, sometimes you can see Crabsnakes swimming in pairs or trios, their exact movements mirrored as if they were reflections of each other. I think they were almost this numerous last update, too, which could explain the "we didn't change anything" disclaimer. The thing is there are now more snakes than there are 'shrooms for them to hide in, so they're swimming about in your face everywhere, almost nose-to-tail. The Crabsnakes were always pretty aggressive when you were sort of near them, much like Sandsharks I'd say, if I had to compare. Is there any explanation about the increase of the aggressive fauna? Almost each dive means a hunted journey by the snake, or even the snakes. Is this true? Cause the jelly cave is just a nightmare now. Originally posted by Squeal Like a Pig:We did not add any hostile creatures in the June update, nor did we tune existing creatures to be more aggressive. I did try and reset the cells (deleting caches from savegame) but that didn't change much.Īlso on a related subject, does this issue apply to Lost River and the Lava Zones as well? (I didn't get much experience with those areas in previous plays) While the amount af the largest nasties doesn't seem too bad, I thought there were a lot of the squids and smaller enemies around, and in those locations that's a serious pain with very limited room to evade and no alternative paths. there seems to be sandsharks and especially bonesharks everwhere in huge numbers. In the Jelly caves there were Crabsnakes everywhere, at least 4 just around the abandoned base, previously there might be 1 or none at all. So, basically in the June update the amount of hostile fauna seems to have increased by a lot, couple of examples from my latest playthrough: I usually use a grav-thing to gather stalker teeth, previously I would have 2-3 stalkers snapping around it and dropping teeth, this time I had 8(!), I got tons of teeth in a few minutes though. Some people have commented on the issue as a known problem, but is it confirmed by the devs as such? ** Posible location spoilers in this post **įirst I've seen this subject pop up in a few threads, but not as a dedicated subject.
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