![]() ![]() (most pylons works both the surface and underground! which allows for choosing the locations of towns according to where it's the most convinient for you)Īlso, mind it, the pylons are an alt. It's easier to have them not notice each others as neighbors, than to have them notice (and complain about overcrowding - actually not, but they're about equally common to happen.)Ĭlick to expand.I do think it's very convinient you can get most of them very early game, so you can set them up to help scouting the rest of the map, and prepare for fighting many bosses much easier (because you don't have to walk through half the map just to get to a beehive or something) it's a ridicolously small detection range, that is actually very annoying, if you ask me, because if you want the benefits of NPCs who like each other, you will end up with someone living in someone else's bathroom or such, to be within the 25 blocks range. Plus it allows for all sorts of creative ideas we rearely thought about before, when our main focus was usually a town in the middle.Īh, also, "so many tiles" are actually just 25 blocks. It helps a real lot with moving around the world, functioning as outpost to help with scouting areas, as well as resting spots and all. If there are npcs you use all the time then keep those ones happy, and everyone else you can shove anywhere once you have what you need from them.Ĭlick to expand.It makes sense, and usually not that difficult to deal with, but I do too, usually have lots in a smaller place at the very start (though I usually try to build towns of multiple houses, each able to hold 5-6 NPCs, then move avan some, as soon as other towns are up, but it's convinient that way first - and convinient the other way later, because pylons allow quick access to those NPCs, as well as the towns themselves function as awesome fast-travel anchors. ![]() Everyone else I use so rarely, it's not really a problem.Īs long as the npcs are happy enough to sell pylons, I'm good. I keep the Goblin Tinkerer happy to keep reforges cheap, and that's pretty much it. Am I bothered that the Stylist's prices are high because she's unhappy? Not really, because I never buy things from her. After a while though, most of them don't matter. The npcs happiness at first seems like an inconvenience, and it can be when you don't have many and the ones you do have are not fans of each other. If I need something from the Hallow, I just teleport there, rather than make my way across the map. Once that's been done a few times it's trivial getting around. I leave a space in between the rooms for the pylon, and once two fairly friendly npcs move in, I buy one and place it down. ![]() It takes me just a few minutes, and it's ready for people to move in. When I get to a new area, I chop a few trees, and quickly build a two room house. With the new npc system I use the whole world a lot more. I could have set up teleporters, but trailing the wires all over was a pain. This works, but keeps you in one place - every time I wanted to go somewhere else it meant a trek across the map. I have always built a giant npc prison: big ol' box with everyone trapped in their respective "houses". Now that I have gotten used to it, I actually find it better in a way. Īt first, I was not happy with the change, pretty much for similar reasons. Maybe Pylons could be rewards for boss kills in the particular biomes? I don't know this answer or solution but it should be discussed and reworked. NPC's should not have biome preferences and sell/buy for less because of it. NPC's should not like or dislike each other. If you want NPC's around the map in different biomes/houses thats fine too. If you want a big castle with all the NPC's together that should be completely fine they should be happy and the player should not be penalized at all. Now I'm learning NPC's need to be in this biome or that biome and like or dislike eachother, and only 2 NPC's per location and at this tile distance etc. I was looking forward to making a big fortress and having all the NPCs together like a big community where they can all walk around and interact with each other etc. I just started playing this game today and I just found out how convoluted the NPC Happiness system is. ![]()
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