That i mention before too.
But the answer is, you at the early game to run. You can't win a fight with a torch or even wooden club against an armored orc.
Much deadlier would be if you meet a goblin archer.
yes, early game theres alot of running away, or running to friendly npcs for help
and believe it or not we did tone down the ranged enemies at early gamestage, alot
Hey, this mod is amazing so far, and I love the concept. If I may, I have a little bit of feedback, and a a couple of bugs (so far) to report:
Bug:
Buying the 'get 3 honey' quest from the baker, with 3 honey in my inventory, made it so I could turn it in immediately. For free. He doesn't take the honey. I got 3 farm boxes this way.
NPC's killing enemies near me counted for my 'zombie' killing quest for some reason. Meaning I just had to watch them go to town on a stone circle area and reap the benefits for free.
Goblins and Orcs sometimes just seem to... forget they're in combat. Seems to be an AI issue. It makes them less threatening because they suddenly just... stand still.
Feedback:
I love the NPC's, and they make the world feel alive, and the enemies are entertaining - however:
I frequently have the problem of having a large number of fighting npc's around who just non-stop kill -everything- around. It's like I don't even have to fight sometimes because there's 3-4 guys doing it for me.
Spawning in, enemies start to spawn immediately, and there are times where as soon as you start the map, you have an orc barreling down the plains at you, while you only have a torch to fend for yourself and whatever else you spawn with. It's not a huge problem to get a wood club while trying to outrun it - but it's still not exactly a great way to start a playthrough.
If you guys need any assistance beyond just playtesting, let me know.
for arramus and i this has been quite a learning experience as far as putting together a total package, we have done a fair bit of modding 7 days over the years but nothing of this scope, we appreciate any bit of feedback/reports we can get
seems like you are quite the entrepeneur as far as the honey is concerned, not sure why that has happened but something we can def look at
yes, the zombie quests are updated by friendly npcs killing enemies around you, this is an npc mod thing and not sure what a workaround would be or if we really want one? decision for down the road
the ai for npc mod isnt perfect for sure and leads to some hilarious moments at times, but its the best weve got at this time until tfp adds their own bandits and we see what changes that will bring, im leaning toward making all the enemies entity zombie next go around but we will see what xyth and sphere come up with in a21 npc mod
as an example, i had to xml a whole batch of entities for just blood moons because alot of the enemies were wandering off instead of coming right for the player
you wont always have a bunch of npcs around to help you out, enjoy while they are there, at least thats the way i play it
npc spawns arent covered by player start protection unfortunately, so chances are you can be attacked at the start, and again, perhaps changing all the enemies over to entity zombie would help in this regard
we shall see, this is definitely not a one and done mod pack, i plan to revise it in a21 and im hoping arramus and oak will be around for that as well, couldnt have done it without em and others on gups discord