Is the crafting progression for the desert folks still being tinkered with? I won’t bother blathering on about my observations if it is. Thanks!
Not actively tinkered with, as far as I know. @Rabid_Llama might know if there are any little tweaks planned.
Are the forums beamed directly into your brain? You always respond super fast xD
Okay, thanks. I’m not sure how much feedback or changes you’re looking for, for them, but a couple of things about the Carpenter chokepoint, and needing to replace your potter as soon as you start leveling them, have always felt slightly off.
The way a player has to promote their classes through the ranks… well it makes for a nice progression, RPG sort of system. But it doesn’t feel super satisfactory.
I think a great compromise would be the ability for an existing crafter to train up a lower crafter of the same level granting them XP. It could cost some resources, and would keep both the crafters occupied and also would add some more visual/aesthetic activity to your town. The “apprentice” would also craft items queued up normally too. Then once they hit the level required to advance the player could promote them, bypassing the feeling of “oh I just unlocked a higher tier crafter, time for this experienced craftsperson to GO BACK TO LEVEL 1 in a new profession”.
Another possibility is reducing the level requirements of every higher crafter position. It’d make sense that the cook might need a basic familiarity with harvesting/farming, but it’s currently needing a level 2(?) farmer to become a cook which again is slightly annoying more than anything.
Heck I wouldn’t even mind seeing an end to the “tree” entirely (except for combat units) and the player needing to unlock town progression or buy an item from merchants or something in order to unlock new professions. (for example buying Apothecaries First Book to unlock the possibility of the healer)
They did get rid of level 0 at least, so level 2 is a lot faster to get to, and only knights and archers require level 3. The annoying thing about the farmer/cook situation is that farmers only get experience for harvesting, so even if you start working on leveling them right away, you have to wait until your crops are fully grown before they’ll start gaining experience, at which point you could have a level 4+ crafter.
interesting ideas, but that’s not what struck me as off. It’s like this for Rayya’s Children:
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Your potter is baseline, the way the Carpenter is the cornerstone (cornerblock?) of the Ascendency. That feels right, so far so good.
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But darn near everything else is still gated behind Carpenter. And the only way to make one in the desert is to take your primary crafter, level them, then lose them… Potter > Mason to make a blacksmith to make a carpenter, and then you can make other stuff.
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One of the things gated behind all that is Weaver, which feels like it should be far easier to get to earlier for desert folk.
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You are eating raw food until you do all that, then make a Farmer, level it, and make it a Cook. The farmer seems not quite right for the desert in its default form (maybe something as simple as irrigation visuals will help), but it’s the long, long journey to getting a Cook that feels off
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The progression overall feels right in the forest / Ascendency, because you’re surrounded by trees and it’s more likely you’ll naturally come to the conclusion that you want a carpenter ASAP.
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Meanwhile in the desert, you need to make two potters; one of them starting over at 1, after you finally level your original, so they can go start the Mason Blacksmith Carpenter chain.
I’m not sure if I’m expressing this clearly enough; it’s more an overall feeling of; whenever I play Rayya, I get a sense of over-complicated craft management, just to get some basic needs met, that I don’t feel when I play the Ascendency.
…eek. On top of that, I just realized the Blacksmith needs to be level FOUR to make the Carpenter’s Saw… o.O
Yeah, you’re kind of forced into taking the “Plenty of Food” option for the farmer’s hoe. Or, if you’re playing on hard, you almost have to take the second option for the sword and trapper’s knife just to make sure you can defend yourself early. And either way, you’re still reliant on trading for the other tools the carpenter makes until you can get fully up and running. (And starting with a single hoe leads to the same leveling situation where as soon as they hit 2 you want to get your cook, and then you’re waiting even longer to get advanced crops because your next farmer is starting over.)
And the carpenter needs to be level 5 to make the shepherd’s crook, so you’ll still only be cooking the same 3 recipes for a long time.
Personally, I think cooking is needlessly complicated (and, as you rightly point out, inaccessible for a long time to Rayya’s Children unless they start with or trade for a hoe). When I make a cook, I set up a handful of different “maintain X” items in their queue, adding more as they level up and gain access to more, sometimes removing a “maintain 5” in favor of a “maintain 10,” etc. And then that’s what they do. I never interact with them again because I never need to interact with them again, and the interaction that I had with them was tedious.
And I’m not saying I want to micromanage my cook; I’d rather not. I’d rather they just automatically used the cooking ingredients at hand to make the best food they can for my hearthlings. Maybe there’d be a setting to toggle between “make enough for all my hearthlings to have a hot meal (and hopefully they’ll actually eat the cooked food that’s there instead of complaining about eating raw food or nothing)” and “use up all raw ingredients.” And then maybe I could turn off the auto-cook to manually cook specific things. But unless the specific foods actually do something, there’s no reason to micromanage, so the current system is just tedious.
Well… for the record, the system as a whole, I enjoy. I started with the Ascendency and never felt “pulled out of it,” whereas trying to untangle the web with Rayya’s sorta broke my immersion, so to speak ;).
This is one of the things I agree with the most, and could be fixed by allowing the rayas children to make one with clay and some thread., same with the Weaver machines.
It’s that I never play them otherwise I would have modded it in long ago
That’s excellent, use anything special to model that?
I wonder if Cook can be gated behind Trapper, for Rayya’s, and start with meat-based recipes from the animal “jerky,” with farmed ingredients coming at higher levels; make it the inverse of the Ascendency cook.
And then Farmer could get upgraded into Shepherd?
Edit: or maybe vice-versa.
@paulthegreat may i use that idea in my mod? i like it and never thought it
Yes, you can
I spent two years down the FO4 mod rabbithole, I’m afraid to get started here…
Of course. Even if I were making my own mod with the exact same idea, nothing stops you from making your own version of it. Ideas aren’t protected, only specific implementations of them.
oohh i see
then i went too far to the extreme with the one rule
thanks!
(sorry for interrupting the rayyas topic)
Just MagicaVoxel. It’s really just a recolor and a slight reshape of the original spindle made by the carpenter using the original colors even. Hmm… I don’t think I even saved it. It was just a quick thing that took me like 10 minutes to do.
I’d have done it in Qubicle but I only have Qubicle 2 which for some reason never imports things correctly. Objects are always shifted over 1 block so that it wraps to the other side.
Are you sure it doesn’t - save- to the other side? In cubicle stuff has to be exported right hand side with no compression or things go wrong
So this is what I get if I just open it up in qubicle. I have honestly no idea what I’m doing so any help would be great.
Looks like it really does glitch out then, because it loads up the file wrong (that one edge should have been on the near side)