Elvyra's Experience

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
DeathKnyte
Posts: 115
Joined: Tue Sep 11, 2018 1:49 am
Location: Canada

Thu Jan 31, 2019 11:07 pm

Image

Direct Link: https://imgur.com/uGy8dgA


Looks like this pictures was taken shortly after my return from the Southern area of the map. I see I placed the newly recruited members into the same squad as Elvyra, likely for simplicity until I can re-assign them. They're all "green" and have yet to be outfitted with our faction uniform.

I've been playing with the walls again, and I'm making progress in getting them more level, especially going into the lake section of the outpost.

If you backtrack up the thread a little, and compare my power output, you'll see that it has dramatically increased. We've decided to construct a sizeable wind generator farm in the middle of the lake. You can maybe make out some of the towers at the left of the picture, if you view it full screen.

A second bughouse has been erected, at the time utilized as a second dormitory due to the faction needing more beds to accommodate the membership. Elvyra is on the roof, practicing archery on passing skeletons traveling along (the now) famous road next to the outpost. My cursor (in red) is on the one she is aiming at. There's all kinds of traffic on that road.

One thing that I did not realize at the time - but I have since noticed - is that there is a fight going on, just beyond the walls, near the top right of the picture (look for the damage display numbers).

DeathKnyte
Posts: 115
Joined: Tue Sep 11, 2018 1:49 am
Location: Canada

Fri Feb 01, 2019 12:09 am

Reverse angle picture of Sin City.

I normally didn't view it from this angle, because it was the "back" area, the most narrow, and most of the new developments happened at the other end.

Image

Direct Link: https://imgur.com/O5qHcWA


You see how I was able to seal off this end by using two different sections of wall which also conformed to the terrain elevations. I could actually travel along the lower wall (across the river) from the end of the bluff to the elevated area without needing a ramp. But aggressor units never seemed to find that path, so it was safe.

The building where beep is inside (likely working on engineering), that's new, and it would be designated as the cloth building, containing all things related to that; hemp processing, cloth armor crafting, and four medical stations, all with the relevant and associated storage. There are four large hemp fields behind it, on the river bank but difficult to see in the picture, because of their state of growth.

It's one of the rare pictures where you can see inside all the buildings simultaneously. And yes, that is really a tree, inside the iron crafting building.

Coming along the road (to the left of the picture), i have highlighted a merchant caravan, in this case one of the hive. There were five types of merchants that would visit Sin City; hive materials, hive farm supplies, nomad goat herder, nomad animal trader, and merchants guild. Elvyra, Digna, and Knife (top left in picture) are preparing to receive them, likely loaded with backpacks full of items and will trade for the hive "wares".

These Western Hive merchants, are hands down the most hilarious bunch I have encountered so far. Always trying to squeeze you out of your cats. If anyone reading this contributed to their dialogue lines, then know that I recognize the wit used. Congratulations!

I would buy near all their stock when they would show, like I mean near all. They always had items I could use, or if I didn't need at the time, I could store for the future; fabric, building material, wheatstraw, hemp, iron plates, all their food stuffs, etc. Sometimes they carried over 75 of each, but I'd buy it all anyways. Then I would load them up with all my excess weapons, gear, and assorted junk. It was always a massive exchange between us.

DeathKnyte
Posts: 115
Joined: Tue Sep 11, 2018 1:49 am
Location: Canada

Fri Feb 01, 2019 12:09 am

There was some kind of huge battle going on, at the North side of the outpost, likely a Great Canhead assault. I needed the gate to remain open, because I was evacuating people from the field, to the hospital inside the outpost. Then, from the other direction of the conflict, came an iron spider, which threatened my line of communication through this very gate.

Elvyra was being held 'out of battle' so the newer members could get more experience. This happened often enough, with the main character - also being held as a reserve - or emergency gap plug. Needing to remedy this situation rather immediately, Elvyra got the call.

If you have never seen an iron spider real close - get ready...

Image

Direct Link: https://imgur.com/OZ18Os1


I paused the game when the shot was taken, but was not satisfied with how certain display / status boxes obstructed part of the view. I tried playing around with the camera angle, and height position, to a location that would prove satisfying. I could not quite get what I wanted. So I thought to myself, "If they went through all this effort to create a game with nice graphics and scenes, they must have given the ability for a full view, no?"

So I started looking around the instructions boxes, the options menu, etc. And finally I found what I was looking for - the "F7" key was the answer. So in case you were wondering why i haven't "clicked" onto this feature before, you now know. And there will be more nice full scene pictures coming in the future.

That's Elvyra, wielding the skeleton smith Mk. III wakizashi, purchased from the Shinobi Thieves, that I talked about in the "Back Story" section of this thread. Quite the impressive weapon it can be when wielded by someone so proficient.

The damage numbers in white, to the right of the iron spider, I have no clue what that can be from. Likely one of those mystery engagements happening outside the walls of the outpost, in that direction.

DeathKnyte
Posts: 115
Joined: Tue Sep 11, 2018 1:49 am
Location: Canada

Fri Feb 01, 2019 3:13 am

I finally figured out the placement of the outposts' main gate. Man-oh-man, was that ever a feeling of accomplishment!
It only took.... About 90 in-game days (!).
So if you have ever also experienced the frustrations of fiddling with the placement of structures, you can certainly empathize.

I still was not satisfied with the wall layouts, but at least I could now work on them "backwards" from the gate. Hopefully getting them to an acceptable level of slope in the future.

Shortly after this feat of construction - we received the first visitors at our new "front door".

Image

Direct Link: https://imgur.com/8C21W9i


Notice the water level relative to the platform - perfect!

You can see I'm re-working the walls on the Northern cliff face of the outpost, in the background. Build wall section, tear down wall section, etc. It never seemed to end.

DeathKnyte
Posts: 115
Joined: Tue Sep 11, 2018 1:49 am
Location: Canada

Fri Feb 01, 2019 6:04 am

A frontal perspective.

Image

Direct Link: https://imgur.com/0R7Uy5s


So the camera location is currently in the Floodlands - a rare occasion where it is not raining - and being on this side of the road means we are looking towards the East.

The Outpost is so large that i could not fit it all within the viewing window, but have managed to get the area where there have been new developments.

First, although it may not look like it, the entire outpost is about 95% within the boundaries of the Hidden Forest. The Floodlands are dead for fertility, and so is Wend, but I can grow crops near anywhere inside the walls. Only areas I can't are near the road, and close to the iron resource at the far end of the outpost.

Power output has increased somewhat, and the wind always blows in the Hidden Forest, most of the time at half speed, but sometimes drops to quarter speed. So I like to maintain a 2:1 power to consumption ratio, for when it does drop down.

Main gate is on the left, convenience gate on the right. You know how you never use the front door to your house, but usually the one at a side porch, or next to the garage? Well, there's the reasoning behind why i did it.

New buildings (from left to right):

Two by watchtowers, planning on adding mounted crossbows on the roof. Can defend assaults on the main gate from either end of the road aggressors may come from. Rooftop current storage included a bolt box, crossbow locker, and a food barrel.

Long house (at the location of Jewel and Miu), served as the kitchen, bakery, food storage, and associated stores.

Long house (at the location of Tuner and Suns), leather tanning and crafting, cotton processing, four by medical stations, all with associated stores.

Step house (at the location of Beanhop), science stations, electrics crafting, copper plate beating (never used), and robotic crafting (never used), all with associated stores.

You're probably wondering how it was like having near all buildings on top of water. Well, it felt just like being on land, because my criteria for placement was that the entrance must touch land. That explains why my towers are not aligned with each other. Even the snail house in the middle of the lake (currently a shell in the picture), the entrance was on land.

I plan on eventually moving the crop fields to the far Eastern bank of the river, and use the central land area as a recreational zone and/or garden.

Squad organization has changed; the Flotsam Ninja members (my oldest and most battle experienced) have now been designated as "Jonin", similar to the original factions' captains. Seasoned characters are now just plain "Ninja". While the newer members, and the older ones lacking in combat experience, have been relegated to the "Recruits" squad (I felt it was nicer than saying "Green", is why). The Command squad are Elvyra (main character), sometimes Beep is attached, or I may also include some specialty members for logistical reasons and use it as a detachment operating independently from the main group(s).

DeathKnyte
Posts: 115
Joined: Tue Sep 11, 2018 1:49 am
Location: Canada

Sat Feb 02, 2019 5:28 am

Full Frontal Yeti wrote:
Thu Jan 31, 2019 7:43 pm
This seems to me to be The intended Kenshi kind of experience this game wanted to be.
A stage setting to discover our own stories unfolding within.

Way nice post there, I'd recommend copy/paste sharing it to Steam if you have an account there. As that kenshi thread area seems far busier, and this is a great example of what this game seemed to be aiming to be.
Thanks, but I have seen the forums at Steam. I'm not the type that enjoys what I see happening over there (bad advice, insults, ways to cheat the system and get anything you want, etc.).

This here is the official forums of the developer. It should be only natural that, for anyone who truly enjoys Kenshi and is searching additional information, will make the effort to come here.

DeathKnyte
Posts: 115
Joined: Tue Sep 11, 2018 1:49 am
Location: Canada

Sat Feb 02, 2019 5:54 am

One day, while everyone was working on variuos tasks in Sin City, I took out Elvyra and Beep, and was poking around the outskirts of the Flloodlands, just slightly North-West of the outpost.

Noticed some iron spiders wandering about, and so took turns taking pot shots at them. One seemingly got confused (maybe I was shooting beyond their maximum range to detect enemies - I don't know), and headed towards deeper water.

So I moved the camera over its position and zoomed in to track the damage progression. Then all of a sudden I got floored by what i saw, and started taking screen shots. Below is the one that turned out the best.

Image

Direct Link: https://imgur.com/CNqVZPk


What stunned me, was that as I closed in with the camera, that the rain drops were actually causing ripples or circles when they struck the surface. You know, sometimes you just don't notice things because you never even consider the possibility. But here the people who make the game, went through the trouble of including such an effect. Brilliant and beautiful (!).

Game mechanic wise, notice the amount of "bleed" that crossbow bolts cause (I was using regular size here). It's a lot more than one would gather from the numbers provided in the weapon description(s).

I was experimenting with a hat I found (likely in a ruin), I think it's called the 'Ashlander Set' or something. I didn't like the look, because it cuts out the hair style of the character, and replaces it with a short cut as shown on Elvyra here.

Elvyra passed Beep her bandana, while she was using the hat and... I dunno... It's hard to fashion out a good look for a hive worker drone.

DeathKnyte
Posts: 115
Joined: Tue Sep 11, 2018 1:49 am
Location: Canada

Sat Feb 02, 2019 6:41 am

Having the "convenience gate" so close to that (well) traveled road running alongside the outpost, brought on some situations I hadn't figured on. Namely; that you can see through it, even if it's closed. So I sometimes experienced assaults at the gate, if something outside should see one of my faction members inside, when normally they'd just keep walking (crawling, trotting, running) by.

So purely out of curiosity, I wondered that if one has line of vision, can one also have line of fire?

Image

Direct Link: https://imgur.com/i0lggMo


The answer turned out to be - yes! But - not always.

It depends if there aren't any intervening bars from the grate (part of the gate structure) between the shooter and target. So, again, the developer(s) went through all the trouble of adding in this fine amount of detail, for even the firing calculations in the combat mechanics. Kudos to you!

In the picture above, this tactic worked well; the shooter (Elvyra) once positioned to have "clear" line of fire, can maintain it for a longer period of time if one also has another character performing repairs (Beep) on the grate. Add more shooters, and up to three engineers (beyond that I found they would cancel other characters repairing) and you can be quite secure while eliminating the threat(s). Mind you, that those repairing run the risk of receiving friendly fire. So some judgement is required depending on the circumstances.

DeathKnyte
Posts: 115
Joined: Tue Sep 11, 2018 1:49 am
Location: Canada

Sat Feb 02, 2019 7:07 am

Traders Guild caravan showed up - just before - a cannibal (regular - not scrawny) assault. I figured they'd be able to handle it, while we were preparing the backpacks of junk I wanted to off load on them.

But when I glanced towards the main gate, the rear of their caravan was getting slaughtered, while their leader and remaining caravan guards stood oblivious to it all (!).

So, if I wanted to effect any trading with these guys, I better go take care of the cannibals with the Dark Sinners...

Image

Direct Link: https://imgur.com/exEeuuT


Elvyra leading the Jonin squad on a charge from the side gate, while Beep leads the Recruit squad following up and taking on stragglers from the main engagement.

Hep: "Trade caravan waiting!"

Elvyra: "Gimme a minute to make sure your caravan survives the wait!"

DeathKnyte
Posts: 115
Joined: Tue Sep 11, 2018 1:49 am
Location: Canada

Mon Feb 04, 2019 7:34 am

I purchase maps at the Tech Hunter shops, looking for ruins which may contain ancient science books and engineering blueprints. One such location is in an area called The Crater. The location was relatively close to the Workshop Complex, so decided to check it out.

Well, The Crater should have been named "Beak Thing Prevalent Bowl" or something similar. The area is rife with these things. Way more packs can spawn, than I could safely handle. We were in permanent stealth mode - exception when combat forces you out of it - always on the edge of getting swarmed and then overwhelmed.

I tried to devise a safe and quick way to dispatch individual groups, depicted below.

Image

Direct Link: https://imgur.com/UfdhuLJ


Entire faction (clumped at right) in Stealth mode plus Hold and Passive commands. Passive is necessary, so that the entire faction does not run over to bandage the wounded member while the beak thing is active, less several members get hit by their attack. Hold, is to make sure the rest of the faction keeps station, so that they don't run to "Protect Allies".

When one would discover us and start running towards the group, I would detach one of the Jonin members and engage it in melee (right click on desired beak thing, and select Attack Target). Elvyra would swing to a side and get in some ranged support. This way damage was limited to a single member, per beak thing. In the picture a second had shown up soon after, and I detached a second Jonin to engage. The one Digna is on, will soon go down, and she will turn around to help Adi from behind, while Elvyra maintains fire.

You can make out several corpses in the background, those actually belong to another pack of beak things than the ones which we are currently fighting. We would quickly move out of the immediate area as soon as combat would end.

Beep was trying out the ashlander hat set. I think it gave him a certain distinguishing look, perhaps with a touch of flair, but in the end I opted for something else.

I post a picture of a failed mission, I decided to abort the ruin exploration soon after it was taken. However the day was a success - I got out of the crater with everyone alive, and no limbs lost.

DeathKnyte
Posts: 115
Joined: Tue Sep 11, 2018 1:49 am
Location: Canada

Mon Feb 04, 2019 8:22 am

I'm hoping around the map, at locations that might contain ancient science books, and engineering blueprints. Success has been mediocre so far. One of the major hurdles I had, were security spiders (much worse than iron spiders - trust me). I had not yet devised a way to handle those, and so those ruins were not accessible to me.

Then one day, on the loading screen, I saw one of the hints displayed that mentioned mounted crossbows requiring no power and thus could be constructed in the wild. That gave me an idea, because it reminded me of cannibal hunter camps, I sometimes came across in the Hidden Forest. These camps have mounted crossbows, and the cannibal hunters do man them.

So we loaded up on the required materials to build some, and I selected an ancient lab ruin where I could experiment in a controlled environment (meaning least distraction possible - like no beak things).

Image

Direct Link: https://imgur.com/ktIxYiU


This area is called "None". The ruin is due North of the Fog Islands and West of an area called Obedience. I chose this one in particular, because there are hardly any random wandering baddies in the zone.

I've set up a line of mounted crossbows Mk. II, so that they have line of fire on the exit of the spiral ramp into the structure. Everyone is in stealth mode, mainly because it gives a proximity warning to a potential enemy. The turret gunners will remain hidden, as long as I present the security spiders with a more lucrative target - in the picture it is Elvyra on Taunt mode. Pia is behind the firing line, to alert me to anything that might wander from behind while I'm concentrating on what's happening in front (Remember the post where I talk about looking at one part of the map, but Kenshi never stops elsewhere around you.). I wasn't sure if the mounted crossbows would suffice in eliminating a security spider, so we have equipped skeleton smith Mk. III nodachi, in case we have to... Melee these things.

So it all basically worked like this; Elvyra would sneak into the structure, being on Hold, Taunt, and Ranged, she would stay at a safe distance when I ordered an attack on an individual spider. It would then start to close on her, and she would run down the ramp and tuck into a corner of the gunners on the firing line. I judged my distances well enough, and she would be out of the way just as the first volley would fire. The gunners are all on "Protecting Allies", so start aiming and then shooting when one of the faction members is threatened.

It worked out well, better than I had expected. So now I have a method for security spiders, at least where the terrain will allow.

DeathKnyte
Posts: 115
Joined: Tue Sep 11, 2018 1:49 am
Location: Canada

Mon Feb 04, 2019 8:36 am

Success!

I was so delighted with the finds inside this structure. I never saw so many unique artifacts before.

I snapped a picture of the contents just in Elvyra's backpack. Thirteen ancient science books. Wonderful!

Image

Direct Link: https://imgur.com/04ZmxV5


I was so excited, now we could research many things I never had before.

DeathKnyte
Posts: 115
Joined: Tue Sep 11, 2018 1:49 am
Location: Canada

Mon Feb 04, 2019 9:25 am

This is a double cannibal raid, which was headed for Sin City. I didn't feel like taking everyone off their tasks to man the ramparts at the outpost, and even if I would just activate a few, I'd have to put near the entire faction on Passive mode and Hold, to avoid it. So, I thought about it, and looked at Elvyra for a minute, studying her stats. Maybe she could intercept them along their path, avoiding the activation zone near the outpost, and see how that would go.

Image

Direct Link: https://imgur.com/1wZBCNi


We're just North of Sin City, that's the same road that runs along it, in the picture, but we're far enough to be out of the Protecting Allies activation zone.

I sent Beep with her, or I should say, Beep followed her and is in the process of safe guarding Elvyra (if you are not aware, Beep believes he is the worlds best swordsman). They're doing pretty good, although Beep is in a little trouble with an arm and a leg injury.

An interesting thing I discovered, is that the regular cannibals (those painted red) are sometimes holding combat and bandaging the scrawny cannibals (yellow - green paint). If you look carefully, you can see it in the picture, in at least three locations. That's good programing, as it gives them a little more staying power. Gives an extra consideration to the players when engaging different types of enemies. Let's hope they don't program gorrillos to bandage beak things in Vain, or something.

Shortly after the pause above, I called in the Jonin squad, cause frankly we are somewhat outnumbered here. Still; there was a time, when I never would have considered sending just two characters against a combined outpost assault.

Full Frontal Yeti
Posts: 33
Joined: Thu Jan 17, 2019 5:54 pm

Mon Feb 04, 2019 5:48 pm

DeathKnyte wrote:
Sat Feb 02, 2019 5:28 am
Full Frontal Yeti wrote:
Thu Jan 31, 2019 7:43 pm
This seems to me to be The intended Kenshi kind of experience this game wanted to be.
A stage setting to discover our own stories unfolding within.

Way nice post there, I'd recommend copy/paste sharing it to Steam if you have an account there. As that kenshi thread area seems far busier, and this is a great example of what this game seemed to be aiming to be.
Thanks, but I have seen the forums at Steam. I'm not the type that enjoys what I see happening over there (bad advice, insults, ways to cheat the system and get anything you want, etc.).

This here is the official forums of the developer. It should be only natural that, for anyone who truly enjoys Kenshi and is searching additional information, will make the effort to come here.
Oh i'd not say to participate over there really. Personally i prefer a forum at a game's offical site, though we can see the web has not panned out to be that as the norm, for what winds up being a game's most used forum.

I was really just trying to encourage you to share this in a place that it has potential to reach more people. As it is a nicely crafted posted that i think exemplifies what it is this game was trying to be for players.
Like just post it and then ignore it. just put it somewhere it has higher probability to be seen. Regardless of the yahoos that may pointlessly want to be jerks on whatever they can for their own lols. Because i think it is that worthy, it should be shared with more that it could help properly introduce to the game.

DeathKnyte
Posts: 115
Joined: Tue Sep 11, 2018 1:49 am
Location: Canada

Thu Feb 07, 2019 1:55 am

I forget why Elvyra was outside the outpost on her own, but I do remember the reasons why I snapped this picture:

Three skeletons (nodachi) were assaulted by a broken skeleton (fragment axe), and the lone assailant was actually holding his own. She observed this for a while, partially out of amazement, and partially to determine the possibility of looting.

After determining the likely outcome of the fight, she started shooting at the broken skeleton. And I think she is getting pretty good with her crossbow, because she landed some particularly good shots. The picture was taken just as the target staggered - from a bolt hitting it in the buttocks (!).

Image

Direct Link: https://imgur.com/27QP6n5


If you look closely, there are three visible bolts lodged into the broken skeleton; buttocks (at left of cursor), rib cage (above and slightly to the left of cursor), and one through the neck.

Also note, that the target has turned its' head towards Elvyra upon the impact of her last shot. Great programming to give such thought in displaying bolt impact locations, individual body movements and reactions, all the while in a fight.
Last edited by DeathKnyte on Thu Feb 07, 2019 7:23 am, edited 1 time in total.

DeathKnyte
Posts: 115
Joined: Tue Sep 11, 2018 1:49 am
Location: Canada

Thu Feb 07, 2019 3:03 am

Here is Sin City, after I have settled upon the general final "look" of the outpost. The construction of the actual buildings (from their prior shells) has been approved. After this was deciding upon some finishing touches, and possible refinements to the overall logistical operations conducted there-in.

Image

Direct Link: https://imgur.com/BDR9RNf


So we have five new "Y-Houses", which were intended as the living quarters of the individual squads headed by a Jonin. This was a planned future modification to my existing squad compositions (loosely based on the Flotsam Ninja organization). The snail house (middle of lake) is the faction bar. And although you can't see it, the faction HQ is the station house (beyond left edge of picture).

I have relocated all crop fields to the far bank of the river (as planned earlier), giving me a lot of room in the center. I still don't know how I'm going to simulate a courtyard and/or garden for the central area, but with further technology research, maybe something will come to mind.

Everyone is in stealth mode, because I found that it slowly gains experience, as long as the character actually moves. So why not gain experience at two things at once, is my reasoning. Like it does not deter at all, from accomplishing any tasks, except perhaps to slow the character down, but no one is doing anything which demands speed of movement to accomplish their task.

If you have been paying attention, you see my wealth has increased substantially. That's because at one point I decided to just make a few runs to Worlds End and sell all the excess junk from the storage shacks. I have also decided to demolish them, because frankly I have no use for anymore money. As a matter of fact, I never had one time during this entire playthrough where I said "Man, I wish I had more money." It just came by gradually working towards my goal, and in way more quantity than I ever had a need for.

The outpost is completely self-sufficient. We make more food than we need, have more power than we use, manufacture our own gear (armor, medical, camping), manufacture our own weapons (although we use rusted junk most of the time), manufacture toothpick crossbows and make regular bolts as well. It was somewhat a challenge to figure how to automate everything, and then to coordinate these tasks with a simultaneous assault so as to not disrupt the lines.

All in all, I learned a considerable amount of outpost day-to-day living and felt a sincere sense of accomplishment, at the time.

DeathKnyte
Posts: 115
Joined: Tue Sep 11, 2018 1:49 am
Location: Canada

Thu Feb 07, 2019 3:37 am

Mongrel, I can't say enough good things about this city, compared to any other city I've experienced so far.

From a "player's" point of view, I have to say it is the easiest to base out of, and build up your faction in combat, gear, weapons, tasks.

I don't know if it is the city where the developer put in the most effort to flesh out, but in my opinion it has turned out to be the one which works the best, as to its intentions. A haven for criminals, slaves, or anyone else who just wants to disappear from the eyes of the main factions.

You can get just about anything here, and there are resources which can be gathered, processed, and even stored - all without the player needing to purchase a building or construct the structure. On top of it all - there is even an outhouse placed in a private location!

After I took the time, to actually study Mongrel; the placement of buildings, the types of structures, the way NPC's were programmed, the availability of goods, the way the city's inhabitants can not only survive but actually thrive in the environment - It has become my new baseline to compare any other city to.

Image

Direct Link: https://imgur.com/6vLirD1


The faction now has 30 members, and I have returned to Mongrel, and the Fog Islands, for some combat experience on the newer members.

Above, we are in the central market, of Mongrel, and it is an excellent place to gather stealth experience. There are so many people moving about, that it comes in heaps at lower levels.

I want to point out the Undertaker NPC (right in picture, wearing basket hat). If you have never seen these guys in action, stop and take a look.

DeathKnyte
Posts: 115
Joined: Tue Sep 11, 2018 1:49 am
Location: Canada

Thu Feb 07, 2019 4:13 am

Nice shot of a totem in a Deathyard, positioning the camera off the faction members and at a low angle.

Image

Direct Link: https://imgur.com/nnfpWZC


Look at the detail of the skulls, the dangling bones, the banners, and even the notches in the wooden supports. Amazing.

If you play with the sounds on, you can also hear the sound of the fire, on the torch-post to the left.

The faction is in stealth mode, waiting to ambush fogmen, when they enter the area, positioned under a stone overhang along the rock face.

You can see that we are now all fully outfitted with the faction combat uniform, and all with accompanying thieves backpacks. Shinobi Thieves guild - get your membership today!

DeathKnyte
Posts: 115
Joined: Tue Sep 11, 2018 1:49 am
Location: Canada

Thu Feb 07, 2019 4:32 am

We were somewhere in the fog islands - actually we were performing a sweep of the entire area - and occasionally we'd happen onto a location where fogmen would spawn. I found that hiding in the tall grass, nearby spawns would not even notice us, and just start patrolling. Then we'd jump them if they were heading away or actually ambush them if they came near. In the picture below, this was one such location, as you can see fogmen corpses on the ground.

The reason I snapped this picture, was when we were back to hiding in the grasses, waiting for the next spawn, the entire screen began to darken into some misty grayish color. Compare it to the picture before, to get a measure of the comparative ambient light.

Image

Direct Link: https://imgur.com/gaVebsX


When I looked at the sky, the only thing I could think of was; "Man, what an absolute dreary looking day!".

So much was I impressed with the effect that; I ordered the entire faction to stand out of stealth mode, making it look like they also noticed it, and then snapped the picture.

DeathKnyte
Posts: 115
Joined: Tue Sep 11, 2018 1:49 am
Location: Canada

Thu Feb 07, 2019 5:26 am

We got to the point where we could perform entire sweeps of the Fog islands, I mean every crater, height, nook, cut passages, deathyards, etc, of the area. I kept the Command and Jonin squads on passive, only to act as a reserve and monitor how the newer members, which were gathering combat experience. I got pretty good at manipulating squads and/or individual members with the keyboard commands only, thereby streamlining combat encounters.

After the completion of a sweep, we would return to Mongrel, check the shops for possible gear augmentations and extra food purchases (you can never have too much food). The wounded would rest at the Shinobi Thieves tower, while the rest shopped. Then I would repeat the process, until one day I found that we had now reached the point of this area giving us less gains per sweep. It was time to move on to greater challenges.

So, during the last visit in Mongrel, Beep climbed onto a ramp of the rooftop parapet, at the Shinobi Thieves tower, for one last look at Beep's Keep. It was night time, so the reflections of the searchlights were visible from the layered adjoining rock faces. That's pretty far, considering the distances from the reflections and the locations of the searchlights on the tower. Combined with the astral bodies of a clear night, I thought it might make for a nice picture.

Image

Direct Link: https://imgur.com/CYkTh3z

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