soulstones said:
You see, I dont have so much adoration for this game that I would actually try 66 recruits to collect all the dragonballs but ANY is delusion. In before only cripples are tier 1. Objective winner: me.
I agree, using any/never in a game with this much RNG in it and with as little documented experimentation on stats as it has was really retarded of me. Post edited. I stand by my definitive stance in the singular case of Retired Swordmasters v any tier 1, however. Their bonus to Matt/MDef is just that high. Feel free to find a disproving example and post it, I'll eat my words.
My headcanon on recruit "tiers":
Tier 1- always starts at level 1
Tier 2- has a chance to start with 1-2 levels
Tier 3- has a chance to start with 3+ levels
That's what I had in mind when I made the SM v tier 1 statement. So that puts brawlers, farmers, fishermen, lumberjacks etc on the list as well.
Various People said:
Not many crafting recipes!
I'll list out what I've found without their required ingredients to give yall an idea of the depth the system has:
Paint- of all types
Poison- 10 dmg/turn, lasts for 4 successful attacks
Night Owl- removes night penalty (HAWT)
Lionheart- +40 resolve
Iron Will- the old 2nd tier perk (injuries don't affect in the battle they're taken)
Cat- +40 initiative
Happy Powder- COCAINE BITCHES! Wipes out negative attitude temporarily (for when you need to whip the shit out of that dumbfuck Drunkard Adv. Noble who's already lost you a Greatsword and has now lost you a War Bow, not that that's ever happened to me).
Second Wind- +10 fatigue dump/turn (for the full battle? Haven't checked yet) (HAWT)
Snake Oil Pills- can't remember real name atm. Acts like the bro has been treated at the temple for all injuries.
Trophies- +4/5 resolve (depends on trophy type)
Living Wooden Shield- transitional shield, has slightly higher durability than kite/heater but lower overall def
Wardog Armor/Heavy Wardog Armor- as the name. Heavy armor can only be crafted, not purchased on a wardog.
Direwolf Mantle- +15 durability, -5 resolve to enemies in melee
Bone Mantle (?)- completely absorbs first hit
Reinforced Quivers- 15 ammo
Reinforced Nets- -15% chance to break free (HAAAAAAAAAWT)
Fermented Unhold Heart (?!)- food, lasts 20 days.
That's what I can think of off the top of my head. Keep in mind I haven't killed all monsters yet (having trouble finding a 1-2 Lindwurm pack to tastefully rape, haven't gone north so no yetis yet, yesterday was my first time killing Schrats (FUCK SCHRATS)), and I'm positive (esp after discovering the recipe for Unhold Heart) that I haven't found all possible recipes for the monsters I HAVE killed. And of course some posters have already listed items that I've yet to see (the -33% dmg reduction against armor piercing for instance).
soulstones said:
I haven't seen band size affect enemy/world scaling or crises
In my experience it does. As long as I don't have more than 8 bros in my band, I never experience an endgame crisis, no matter their level/gear. I've gone past day 110, pre-dlc, with no crisis (at that point I felt ready to take on a crisis so I recruited 4 more men). OTOH I have definitely encountered Lindwurms and rapegangs of 6+ Necrosavants even then :D
Other thoughts:
- fuck groups of 10+ Alps. I hate them. Especially now that they're targeting my doges specifically. If I see that many I just automatically quit out and reload. I'm not even going to bother.
- fuck Schrats ><. I killed them- group of 4- for the first time yesterday, took 8 (!!) injuries. I don't really care about the cost, so much as the time spent waiting to heal up. They're just not worth it, at least that I've seen.
- finding the new locations is so cool! I found some kind of huge tower yesterday. Unfortunately I couldn't visit because I was too busy running from a 4 Lindwurm rape squad and had less than 35 food out in the middle of nowhere. Looking forward to visiting again.
- Lindwurms, holy shit. Two hits destroys my best armor, ow ow ow ow ow ow ow