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(2 edits) (+3)

"oh boy dual-element towns I can't wait to see new enemies" I say, five seconds before the new enemy fucking two-shots me into the next week (well, it's actually four days, but that's funnier). I guess this is why there's equipment with special effects in the Harmonized settlement.

So anyway, when you're in dual element villages, you can still... access the old activities from the Life tab (as much sense as it makes for something that takes over a year to reach), but that does not have the activities from the dual town. Also the shop is still the first one? Guess if I want to buy the gear, I need to do it while stopping at the Harmonized settlement.

Oh yeah also the text while choosing the dual town has the same color as the background of the list. It's...  not a massive issue, since highlighted choice gets blue background, but still.

PS. "Practise the Local Longevity Method" caps its effect at rank 400 aka rank 100 of Carry the Life between Currents, but its description says "this outer method can preserve no more years" at rank 300.

(+3)

Thanks, this is a really useful report. The dual-town scaling got caught in the wider scaling cleanup I pushed after this comment, so those encounters no longer follow the player upward forever. I still want to recheck the actual pacing and damage once I’m back though, because getting launched into next week is funny once, but not necessarily good balance.

The Life-tab activities, shop behavior, and the town-selection text color are all worth checking. The dual towns are far enough away that the old local activities and shop should not just bleed through as if you are still in the starting area, and the unreadable choice text is plainly a UI issue.

Good catch on the longevity wording as well. If the effect continues through rank 400 while the description says the outer method is exhausted at 300, then either the wording or the behavior needs to be corrected so they actually agree.

I’ve been moving pretty fast on the game and this is exactly the kind of feedback that helps catch the things that slip through normal testing. Thanks for taking the time to write all of it out.

(2 edits)

I think the most glaring issue in balance right now is that it the lodge hunt seems to easily snowball into the best paying job. You need equipment to beat the enemies in the one-time settlements when you're still too weak to beat Tide, so using that job to get money fast (so you can spend some time on Qi cultivation and push Beast Tide early enough so that it actually shows up before you die of old age, as at that point your life span's probably capping at around 100 or so) was obviously the correct choice.

The hunt thus garnered enough rank that it eventually started paying out 3 copper per day, and the Outer/Harmonized Settlement base doesn't seem to be high enough to match that at Rank 0 of its final form/deepening/whatever to call it, so I kept doing the lodge, and thus its rank just kept going up (okay to be fair there were few runs where I accidentally left the game on this job at 50x speed so it was probably higher ranked than in normal gameplay, but still)

With the dual settlements at least this seems to be an oversight in the game still letting you do it, although I don't have anything to throw money at there right now (since it shows the Willowbrook equipment instead), so that doesn't matter there. For now, at least.

Tomorrow I'll be back at home and working again so this will definitely be something I address.

I can confirm I have had weird shop behavior.

I'll stop playing after doing second core formation since I don't seem to be able to automate the monster wave stuff, even though I found I can select some automation in the settings.

I am still squashing bugs. Ill have a fix for a lot of issues between today and tomorrow.