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Author Topic: Creature lairs = new player homes?  (Read 4380 times)

Deon

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Creature lairs = new player homes?
« on: November 12, 2010, 01:51:16 pm »

After I killed a twilight creature in its burrow, I've decided to drop all unneeded things on its table in the corner to become faster. Then I went out and made a few quests in nearby towns, and remembered that I dropped my bow too. So I went back and prepared myself to look around the site for all my scattered items to find the bow... And everything I dropped was still on that table!

So, long story short, all items you drop in creature lairs remain at their place.

Those places usually have a door and a table, so they are almost like a home. It looks like the adventurer-made sites are not behind the mountains.
And now I have a place to store my trophies.
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dennislp3

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Re: Creature lairs = new player homes?
« Reply #1 on: November 12, 2010, 02:27:51 pm »

what was the time between dropping and returning? what is the time it takes for a site to scatter goods?
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Kaelem Gaen

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Re: Creature lairs = new player homes?
« Reply #2 on: November 12, 2010, 02:28:54 pm »

Hmm, I might have to make a fort, abandon  and grab a bed from the site to carry around to a cleared out lair.

Deon

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Re: Creature lairs = new player homes?
« Reply #3 on: November 12, 2010, 03:16:03 pm »

what was the time between dropping and returning? what is the time it takes for a site to scatter goods?
That's a good question. I will play more and test it. Right now I die too fast to random bogeyman attacks and demonic patrols because I am not used to "night attacks" yet,
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calrogman

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Re: Creature lairs = new player homes?
« Reply #4 on: November 12, 2010, 03:20:53 pm »

That's a good question. I will play more and test it. Right now I die too fast to random bogeyman attacks and demonic patrols because I am not used to "night attacks" yet,
As someone who travels with a load of companions and heads from town to town on my way to my destinations, rather than in straight lines from point A to point B, I don't get what people are complaining about.
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Deon

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Re: Creature lairs = new player homes?
« Reply #5 on: November 12, 2010, 03:24:23 pm »

What people are complaining about? Please enlighten me? I would like to read it too.
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Rift

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Re: Creature lairs = new player homes?
« Reply #6 on: November 12, 2010, 03:53:10 pm »

i assume its a reference to the boogeyman being very hard to defeat... although you can distract it with other animals or run away.... It appears to mostly only attack lone travelers at night though... and it cant follow you into buildings
« Last Edit: November 12, 2010, 03:57:38 pm by Rift »
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Misterstone

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Re: Creature lairs = new player homes?
« Reply #7 on: November 12, 2010, 05:01:55 pm »

Sounds like a good idea if it works.  You could clean out all the dead body and guts and so on, and make a funeral pyre outside.
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Mechanoid

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Re: Creature lairs = new player homes?
« Reply #8 on: November 12, 2010, 05:35:58 pm »

what was the time between dropping and returning? what is the time it takes for a site to scatter goods?
Instantly.

The smaller site sizes of camps and lairs makes it easier to find and re-collect your items, though. Also, putting items in containers definitely help reduce scatter (instead of 10 scattered items, only 1 does)
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Untelligent

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Re: Creature lairs = new player homes?
« Reply #9 on: November 12, 2010, 06:24:06 pm »

If you're a dwarf and get a martial trance, boogeymen are much easier to kill from the accuracy bonuses you get.
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dennislp3

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Re: Creature lairs = new player homes?
« Reply #10 on: November 12, 2010, 07:42:13 pm »

Bogeymen are difficult when you cant hit them (they have high dodge) but if you make a demigod character and sink all your points into a weapon they are nothing...they only attack people who are alone
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Deon

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Re: Creature lairs = new player homes?
« Reply #11 on: November 12, 2010, 08:40:03 pm »

If you start as a peasant and level your skills a bit, you can decapitate them with ease.

Back on topic: I traveled around the world and came back to my "lair", and my chests, a cage and a bed are still on their place.
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Eagleon

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Re: Creature lairs = new player homes?
« Reply #12 on: November 12, 2010, 10:14:21 pm »

Have you saved and reloaded yet? Might be that the items lose their locality in the data export stage. I don't remember Toady putting item location persistence in - if it were in, there's no reason for it not to be in for Fortress mode either (same data, same issues), and that's a pretty big deal.
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Skid

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Re: Creature lairs = new player homes?
« Reply #13 on: November 12, 2010, 10:59:47 pm »

Item location persistence has been in fortress mode for as long as I can remember (28.181.39e is the oldest version on this computer).  At least for heavy objects or things in areas that the game considered sufficiently locked down.  There's just a random scatter algorithm that moves around light things.
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tfaal

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Re: Creature lairs = new player homes?
« Reply #14 on: November 13, 2010, 10:55:20 am »

Have you saved and reloaded yet? Might be that the items lose their locality in the data export stage. I don't remember Toady putting item location persistence in - if it were in, there's no reason for it not to be in for Fortress mode either (same data, same issues), and that's a pretty big deal.
Item scatter has never been an issue of data storage. It's to simulate the site being turn upside down in the process of abandonment.
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