I suppose if you like the old system, or if you don't want to build wider hallways, you can just lock all of the crafters in the basement; their range is far enough to still power the crafting benches upstairs.
Thanks for showing us the new content. I have mixed feelings about this. I don't like that they open doors because other players could enter the base. Also, I don't like that they count against my thrall limit. Lastly, they are just another thrall that will get in the way and glitch inside the base. They will get in the way while I am moving about. I would prefer the OPTION to use the OLD system by keeping crafters as an "item" or place them in the world.
Well, firstly, you can put a lock on the door. Or is that only in mods? Secondly, for once Funсom started filling the game with game mechanics. So you can tolerate some inconveniences. And what, is it the first time? And yes, these updates are more for PVE than for PVP content. But without normal PVE, there will be no normal PVP. DayZ as an example, what has he turned into?! What zombies?! He quickly got some loot and went hunting for players. And why do we need a zombie apocalypse then? The same pathetic PVP in Conan. Well, almost. The map is poorly thought out from a gameplay point of view. And yes, the map is small in size. Well, I won't even mention the bugs. So I welcome at least some attempts by Funсom to revive the game.
As far as I know we don't have a fixed date for consoles yet... the test version is only for PC and it got delayed, but it should be out before the end of the year... late October to mid November probably...
sorry, I'll add them here 😓🫡 Will the workers consume items like food and other resources from my base? They won’t consume items to fulfill their needs, but they can be given food and healing wraps/potions as all thralls could before. They can also take food from a thrall pot if available. Will guards continue guarding or will they wander around like workers? Archers, fighters, and performers will stay put and continue emoting as you set them. Only workers will have needs and act on them. Will workers be able to use elevators, open doors and gates? We don’t have plans to allow them to use elevators. Worker followers will wander on a valid direct path from one place to the other. They will, on the other hand, be able to open doors and gates to go about their business. What happens to thralls stored in chests/fridges? Workers that are stored in chests/fridges before the update will remain stored until you place them in the world. Once placed they cannot be itemized again or stored away, equal to the current system for fighters, archers, and performers. Do we need to place one thrall per station? As soon as the worker joins your clan (aka. is placed on the ground) their bonuses will apply and they will be visible in all profession-aligned stations within 50m of them. (As a reference, a foundation block is 2,56x2,56 meters.) For example, a newly recruited blacksmith would appear on the blacksmith’s bench, the tinker’s bench, and so on. Therefore, one thrall of each profession is enough to cover several stations at once. Are crafter thralls that are set to follow affected by the DBNO rules? Yes. Crafter thralls downed in battle will await for you to restore them back to health. Up to 3 strikes within the system timeframe before they die permanently. Players usually trade and gift thralls to others while they are still itemized, will this still be possible? As long as they aren’t placed in the world, they will be an item that can be traded just like any freshly converted thrall. Will the thrall cap change with the update? Our team is testing the performance around the living settlements extensively, and if we decide to reduce the thrall limit, we will make sure to announce it beforehand. It would also only be enforced on official servers. At the moment, we’re hopeful that it won’t come to that, as the animations only occur when a player is nearby. What will happen to existing followers if workers exceed the thrall cap on official servers? You won’t be able to place workers that exceed the thrall cap. When the update goes live, all crafter thralls will still be inventory items that will need to be placed into the world, which will obey the existing thrall caps. Can we control which beds, chairs, and other placeables we would like for them to use? There is no direct control or toggle at this moment for this level of control, but as stated above, you could potentially limit their access by planning on where to build your workshop and installations to fulfill their needs. Could we set up specific behavior for workers - do this, stay here, emote? Their “need” will prevail over any player’s command. Emoting isn’t removed, but since followers override it almost immediately, they effectively can’t do it. Is there any particular reason why we want workers to be able to fight? The purpose of Living Settlements is to make things feel more organic, natural, and immersive. They’re humans just like everyone else, as they always should have been. Protect them, or let them fight, that’s up to you, Exile.th-cam.com/users/sgaming/emoji/7ff574f2/emoji_u1f62c.png
@@smskcntr "Will the thrall cap change with the update? Our team is testing the performance around the living settlements extensively, and if we decide to reduce the thrall limit, we will make sure to announce it beforehand. It would also only be enforced on official servers. At the moment, we’re hopeful that it won’t come to that, as the animations only occur when a player is nearby. " - It's not about animations, but about a buggy algorithm for finding a route from point A to point B for AI. And yes, when there is no player in the zone, the world in this place does not exist. That is, no one goes anywhere.
I am absolutely just locking them all in a singular room. This game is way too clunky for all this nonsense. I promise they'll be in the way 9/10 times and if a thrall uses my personal room well I'm just executing them. 🤷
I suppose if you like the old system, or if you don't want to build wider hallways, you can just lock all of the crafters in the basement; their range is far enough to still power the crafting benches upstairs.
I'm really looking forward to creating living settlements!
Thanks for showing us the new content. I have mixed feelings about this. I don't like that they open doors because other players could enter the base. Also, I don't like that they count against my thrall limit. Lastly, they are just another thrall that will get in the way and glitch inside the base. They will get in the way while I am moving about. I would prefer the OPTION to use the OLD system by keeping crafters as an "item" or place them in the world.
It would be nice to have a choice, yes.
Well, firstly, you can put a lock on the door. Or is that only in mods? Secondly, for once Funсom started filling the game with game mechanics. So you can tolerate some inconveniences. And what, is it the first time?
And yes, these updates are more for PVE than for PVP content. But without normal PVE, there will be no normal PVP. DayZ as an example, what has he turned into?! What zombies?! He quickly got some loot and went hunting for players. And why do we need a zombie apocalypse then?
The same pathetic PVP in Conan. Well, almost. The map is poorly thought out from a gameplay point of view. And yes, the map is small in size. Well, I won't even mention the bugs.
So I welcome at least some attempts by Funсom to revive the game.
I saw that you placed thralls down right beside each other. Was that a mod, or can all followers ignore "personal space" now?
I don't use mod. It may be because it is admin mode or as you say, it may be like this now.
Nice !
when is this coming to playstion
As far as I know we don't have a fixed date for consoles yet... the test version is only for PC and it got delayed, but it should be out before the end of the year... late October to mid November probably...
will they raid my legendary weapons boxes?
I don't understand 🙄
3:03 has same answer as previous question 😬
sorry, I'll add them here 😓🫡
Will the workers consume items like food and other resources from my base?
They won’t consume items to fulfill their needs, but they can be given food and healing wraps/potions as all thralls could before. They can also take food from a thrall pot if available.
Will guards continue guarding or will they wander around like workers?
Archers, fighters, and performers will stay put and continue emoting as you set them. Only workers will have needs and act on them.
Will workers be able to use elevators, open doors and gates?
We don’t have plans to allow them to use elevators. Worker followers will wander on a valid direct path from one place to the other. They will, on the other hand, be able to open doors and gates to go about their business.
What happens to thralls stored in chests/fridges?
Workers that are stored in chests/fridges before the update will remain stored until you place them in the world. Once placed they cannot be itemized again or stored away, equal to the current system for fighters, archers, and performers.
Do we need to place one thrall per station?
As soon as the worker joins your clan (aka. is placed on the ground) their bonuses will apply and they will be visible in all profession-aligned stations within 50m of them. (As a reference, a foundation block is 2,56x2,56 meters.) For example, a newly recruited blacksmith would appear on the blacksmith’s bench, the tinker’s bench, and so on. Therefore, one thrall of each profession is enough to cover several stations at once.
Are crafter thralls that are set to follow affected by the DBNO rules?
Yes. Crafter thralls downed in battle will await for you to restore them back to health. Up to 3 strikes within the system timeframe before they die permanently.
Players usually trade and gift thralls to others while they are still itemized, will this still be possible?
As long as they aren’t placed in the world, they will be an item that can be traded just like any freshly converted thrall.
Will the thrall cap change with the update?
Our team is testing the performance around the living settlements extensively, and if we decide to reduce the thrall limit, we will make sure to announce it beforehand. It would also only be enforced on official servers. At the moment, we’re hopeful that it won’t come to that, as the animations only occur when a player is nearby.
What will happen to existing followers if workers exceed the thrall cap on official servers?
You won’t be able to place workers that exceed the thrall cap. When the update goes live, all crafter thralls will still be inventory items that will need to be placed into the world, which will obey the existing thrall caps.
Can we control which beds, chairs, and other placeables we would like for them to use?
There is no direct control or toggle at this moment for this level of control, but as stated above, you could potentially limit their access by planning on where to build your workshop and installations to fulfill their needs.
Could we set up specific behavior for workers - do this, stay here, emote?
Their “need” will prevail over any player’s command. Emoting isn’t removed, but since followers override it almost immediately, they effectively can’t do it.
Is there any particular reason why we want workers to be able to fight?
The purpose of Living Settlements is to make things feel more organic, natural, and immersive. They’re humans just like everyone else, as they always should have been. Protect them, or let them fight, that’s up to you, Exile.th-cam.com/users/sgaming/emoji/7ff574f2/emoji_u1f62c.png
@@smskcntr thank you 🤩!
@@smskcntr "Will the thrall cap change with the update?
Our team is testing the performance around the living settlements extensively, and if we decide to reduce the thrall limit, we will make sure to announce it beforehand. It would also only be enforced on official servers. At the moment, we’re hopeful that it won’t come to that, as the animations only occur when a player is nearby.
" - It's not about animations, but about a buggy algorithm for finding a route from point A to point B for AI. And yes, when there is no player in the zone, the world in this place does not exist. That is, no one goes anywhere.
I am absolutely just locking them all in a singular room. This game is way too clunky for all this nonsense. I promise they'll be in the way 9/10 times and if a thrall uses my personal room well I'm just executing them. 🤷