Dwarf Fortress - Tutorial - Embarking and Preparing Carefully.

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  • เผยแพร่เมื่อ 5 ม.ค. 2025

ความคิดเห็น • 91

  • @CptnNormality
    @CptnNormality 2 ปีที่แล้ว +197

    A change that's been made to this version is that dwarf skills no longer draws from the point pool.

    • @any1alive
      @any1alive 2 ปีที่แล้ว +19

      Yes ia gree, skills are now free... i hope he adds a pinned comment ammending it, a few YTbers have said that and misinforming new peeps,
      but yeah, easy points for leaders and traders.

    • @Grandmaster-Kush
      @Grandmaster-Kush 2 ปีที่แล้ว +9

      Damn thats ALOT of points left unallocated for my fortress haha

    • @o-mangaming5042
      @o-mangaming5042 2 ปีที่แล้ว +6

      @@Grandmaster-Kush It threw me the first time. I was like, "where did these extra 500 points come from?" Then I remembered another TH-camr had actually pointed that out.

    • @krinkrin5982
      @krinkrin5982 2 ปีที่แล้ว +9

      That's a pretty massive change. I think they left the point total the same, which means you can now bring a lot more with you.

    • @o-mangaming5042
      @o-mangaming5042 2 ปีที่แล้ว +2

      @@krinkrin5982 Yes, yes you can. I was able to add an additional 35 or so plump helmets and five sheep to my usual embark profile.

  • @9rh9
    @9rh9 9 หลายเดือนก่อน +7

    Mason is now stonecutter! Mason is basically useless for starter skill. Brewer skill only influences speed - alcohol has no quality - so cook is better for happy thoughts. Don’t forget armor+weaponsmith and maybe some starting pts for clothier.
    When starting in evil/savage biomes add a dedicated soldier (or 2 for terrifying).
    Replace all splints, buckets, wheelbarrows etc with logs. They’re cheaper. Just remember to make them when setting up hospital and stockpiles.
    I like to make a dedicated expedition leader with some extra social skills (like conversationalist) so they can respond nicely to others complaints and give them a leg up with appraiser as well. Not sure if this has any real impact in-game but it’s nice to think the settlers will have someone to voice their complaints to.
    Lastly, as was said in the video as well, planter skill is easy to train but also important early on. Better planters plant faster and have bigger yields. Bigger plant stacks yield bigger alcohol sizes, which does increase happy thoughts and reduces barrel usage. Useful when starting on no wood area’s.
    Lastly lastly: bring 3 types of cloth / thread and couple of sands. In case of rare demands for strange moods and materials not present on embark.

  • @owenvenes
    @owenvenes 2 ปีที่แล้ว +73

    A drake is a male duck, much like a cock or rooster is a male chicken. A mallard is a species of duck, which has nothing to do with DF, apart from the new graphic which looks like one.
    A ewe, pronounced /you/, is a female sheep. Ewe is also an awesome word to pull off in Scrabble because you can easily score your W and get rid of some Es.

  • @Bronimin
    @Bronimin 2 ปีที่แล้ว +26

    Check your starter dwarves. If any of them like steel or battleaxes or breastplates or whatever, mark them your smith for later. When a dwarf has a strange mood they grab materials that they like and make items that they like if their best crafting skill lets them.

  • @steele5823
    @steele5823 2 ปีที่แล้ว +60

    Doesn’t it say that goblins are hostile-not humans? Why would they put “hostile” tag next to goblins if it refers to the humans?

    • @abrilcasabene3605
      @abrilcasabene3605 2 ปีที่แล้ว

      I'm not sure I'm understanding, but hostile just means something that wants to attack you or something like that. There can be many hostile beings

    • @SioxGreyWolf
      @SioxGreyWolf 2 ปีที่แล้ว +40

      I think he is reading it wrong, I think the goblins were the hostile ones. He's just as new at this as we are.

    • @any1alive
      @any1alive 2 ปีที่แล้ว

      differact goblin factions also hostile to differant races

    • @yobgodababua1862
      @yobgodababua1862 2 ปีที่แล้ว +14

      He just misread it. It does indeed say that the Goblins are hostile, not the humans.

    • @MarketResearchReading114
      @MarketResearchReading114 2 ปีที่แล้ว +10

      If you didn't know Blind as his name implies has some vision problems. Its not a huge deal for him playing the games he plays, but he might read something wrong or say something wrong based on what he sees.

  • @kevin0117rc
    @kevin0117rc 2 ปีที่แล้ว +17

    Been ages since i played, but what i remember is:
    2 metal bars
    1 cheap anvil
    heat resistant stone for wood burner and smelter ( you can just use the wood burner first dismantle and turn it into a smelter)
    Dismantling the wagon should give enough wood to burn as fuel to smelt the 2 bars into some cheap pick and ax
    Rest of the point can be spent however you want. Whether its exotic animal that you would not otherwise get in the biome or other goodies.
    It is also nice to get 1 of every food/drink/misc item or have enough of the item so that it is just over the barrel/bag size + 1; thus netting you extra barrels/bags when the item is used up.

    • @evilbob840
      @evilbob840 2 ปีที่แล้ว +4

      I take it a step further, instead of the metal bars, I take iron ore, flux stone, and coal. It's a slower start, but I have a pile of steel bars to show for it.

    • @hypoaktivnaovca
      @hypoaktivnaovca 2 ปีที่แล้ว +2

      All you really need is a native copper boulder and an anvil. You dismantle your wagon for 3 logs, make a wood burner out of the boulder and turn your 3 wood into one ash and 2 charcoal. Then you disassemble the wood burner, make a smelter from the ash, smelt your boulder, disassemble the smelter and make a forge. Then you forge an axe, chop some trees, make some more charcoal, make your picks.
      I don't know if you can still build with ash or if it's still fire safe etc, but there used to also be a dumb exploit where you could glaze pots for free if you made your kiln out of ash, which was hilarious. 🤣

    • @o_sch
      @o_sch ปีที่แล้ว +2

      My strat is bring some (like 10) magma safe stone. Usually bauxite. Then bring 10 cassiterite and 10 malachite. 1 coke. Some (maybe 10) bituminous coal. When I embark I make a smelter and metalsmith. Smelt coal into coke, using the one coke brought with, means you dont need wood furnace. Make sure to forbid one coke so you can restart the cycle if you ever run out, without needing wood furnace. Then make bronze bars with ore. That way you get bronze picks and axes and even armor to start you out and you get quite a bit. Its also much cheaper than steel (steel needs iron + pig iron + coke + flux stone. Pig iron requires smelting as well. Iron ores are 24 cost, bronze ones are only 6, plus you dont need flux stone)
      Then the other stuff i bring is like 10 logs to make beds. Instead of all the pigtail stuff i just bring one of each in cave spider silk, sometimes more than one thread if hostile place (in that scenario i also bring pick and axe for digging in and fighting respectively) I dont bring 3 of each of the splints crutches etc, just one. Get rid of stepladder and wheelbarrow, i dont pick fruit from trees and I can make my own wheelbarrow without spending 50 on it. I also swap the fish for the meat. Then with the extra points (there are a lot by that point) I bring some more food/drink, then head to animals. For animals I bring 3/1 (female/male) roosters just like Blind does - good source of leather and eggs. I also bring 1/1 or 3/1 pigs - good meat, leather, and dont need grazing. Then usually 0/2 dogs or 1/1. And usually 1/0 cat. Very rarely ill bring a shearable animal.
      Then I still have some extra points which can go into the specialization for whatever goal I have. Sometimes I just double or triple up on the ores and coal, or the wood and stone. Sometimes it all goes into food. Sometimes more animals. Whatever I need.
      For dwarves I usually have a expedition leader/broker/manager/bookkeeper all in one dwarf, a militia commander dwarf with leadership and tactician as well as a bit of student to learn from the other dwarf - the combat dwarf who has fighting skills and teacher skill to teach them. Then the fourth dwarf is a doctor dwarf - 2 of each skill. Then for the last 3: a metalsmith/armorsmith dwarf, a stone cutter/carver dwarf, a crafting dwarf (either metal crafting + gem stuff, or bone, wood, or stone). Those last 3 dwarves I don't dump all 10 into, usually I save 2 or 3 points for adding some mining, woodcutting, or carpentry to them each.
      A lot of people seem to think you need planters, cooks, dedicated miners/wood cutters, etc. Most of those skills are easily trained, and not needed with high skill right off the bat.

    • @WarpPotato
      @WarpPotato ปีที่แล้ว

      Cheese

    • @demonicsquid7217
      @demonicsquid7217 9 หลายเดือนก่อน

      Milk

  • @SinkingLotus
    @SinkingLotus ปีที่แล้ว +5

    Btw found a bit of an exploit with the naming system. Lets say that you want to use the name "The Steel Knights".
    Steel isn't an available Adjective.
    Knights isn't an available "The X".
    Type in the search bar "Steel". Then go to any other naming category where Steel is an option. For example, front compound. Since I've typed in Steel and clicked on the front compound. Only "Steel" will show up. Now while your still in that category you want to click on "Random" for the Adjective category.
    Even though Steel isn't available in the Adjective category it will only use the category list you currently have open when you click random on an unopen category.
    Then you do the same for Knights. This isn't available with "The X". So you type it in and go to "Of X". Now while it's showing just that word, once again press Random. This time on "The X" category.

  • @DallasHarv
    @DallasHarv 2 ปีที่แล้ว +7

    I would say you missed an important part of the skills. the expedition leader needs to be able to negotiate trades and be a manager for keeping track of supplies.

  • @commiecat5879
    @commiecat5879 2 ปีที่แล้ว +10

    finally some intermediate level advice for those of us coming out of retirement

  • @redRum2k11
    @redRum2k11 2 ปีที่แล้ว +2

    I appreciate your nerdiness and dedication my good sir.

  • @chriswillis713
    @chriswillis713 10 หลายเดือนก่อน

    I usually switch the bags, thread and cloth out. Default is pig tails, which is 20 points, but leather is available for 10 points per bag. Don't know if there is a real difference.

  • @jergensherbit756
    @jergensherbit756 2 ปีที่แล้ว +2

    You were adding to your drinks one at a time, do they not have an option to add in increments by ctrl or shift clicking? That seems like it will get very tedious, very fast if bringing a large quantity of cheap items.

    • @mertarican5456
      @mertarican5456 2 ปีที่แล้ว +3

      This is the biggest problem with Dwarf fortress i noticed. If you have 200 dwarves that you want to assign you will do this one by one clicking. I recommend saving the game when you are halfway done too since it might crash and you might startover.

  • @LadAussie
    @LadAussie 2 ปีที่แล้ว +5

    I have never heard some misread so many things is in these tutorials haha Keep up the great content Blind!

  • @jacobc2534
    @jacobc2534 2 ปีที่แล้ว +3

    Perfectly planned everything to have good start and then 2 dwarfs died in a row by falling tree and game crashed.. ez.

  • @ssgoko88
    @ssgoko88 ปีที่แล้ว +2

    3:00
    ?????????
    I think you read that wrong. I see that arrangement often and never have issues with humans invading me. I think the goblins are hostile pal. Its even on the same line as the name "goblin"

  • @Techfuse13
    @Techfuse13 2 ปีที่แล้ว +4

    The pregnancy of couples. That Obok's parents had the talk with him!

  • @NotSolutha
    @NotSolutha ปีที่แล้ว +1

    So if a metal isn't listed you will not find it anywhere on that embark area?

    • @demonicsquid7217
      @demonicsquid7217 9 หลายเดือนก่อน

      Either your civ/faction have it, or it's available in the map area chosen. If neither have it then it won't be listed, this applies to everything resource related.

  • @RatsofaFeather
    @RatsofaFeather 2 ปีที่แล้ว +3

    Is the difficulty able to be changed mid run? Im new to actually playing DW and would like to have a peaceful time setting up before being besieged by legions of goblins

    • @BlindiRL
      @BlindiRL  2 ปีที่แล้ว +5

      Yeah it's in the settings menu.

  • @marios3615
    @marios3615 2 ปีที่แล้ว +5

    According to the wiki, I think masonry has been replaced with stone carving in this version (at least for the crafts that you've mentioned, it still exists but for different purpose).

    • @ssgoko88
      @ssgoko88 ปีที่แล้ว

      Stone carving is smoothing stone, masonry is making stone crafts at stonecutters bench

    • @o_sch
      @o_sch ปีที่แล้ว +2

      @@ssgoko88 no, stone cutting is for smoothing stone, as well as tracks and fortifcations, it also is for making stone blocks. Engraving has its own skill. Stone carving is for stuff at stoneworkers workshop. Stone crafting is for craftsworkers shop. Masonry is for building with stone

    • @arthurbarros5189
      @arthurbarros5189 ปีที่แล้ว +1

      Masonry now is basically the old Architecture.

  • @ChaosRising0
    @ChaosRising0 ปีที่แล้ว +5

    For anyone new, this vid isn't relevant anymore, skills no longer draw from a pool so use all you can, Mason no longer makes stone furniture, that's "Stone Carver" now, and a few other things, wiki is best nowadays.

    • @BlindiRL
      @BlindiRL  ปีที่แล้ว +2

      Yeah that slip up on my end due to playing the game for 10 years with different skill names. Everything else is still accurate

  • @sinomirneja771
    @sinomirneja771 2 ปีที่แล้ว +1

    Can you not modify how many dwarfs you start with, or any of their details, equipment, relationship, anything other than skills?

    • @demonicsquid7217
      @demonicsquid7217 9 หลายเดือนก่อน

      Snow White had seven dwarves just like us. All you need to do is not eat apples.

  • @ffl989
    @ffl989 2 ปีที่แล้ว

    Can I edit my dwarfs? Like changing their look, personality and that stuff?

  • @bugsybro3011
    @bugsybro3011 2 ปีที่แล้ว +1

    Is there any reason not to spend all the skill points for dwarves?

    • @samsonwilson4466
      @samsonwilson4466 2 ปีที่แล้ว +5

      Apparently giving skills used to cost points from the overall pool, but this has changed with the Steam release and now those dwarf skill points are freebies. I'm just assuming veterans of the game haven't noticed yet due to force of habit of not spending much in skills.

  • @archmagemc3561
    @archmagemc3561 2 ปีที่แล้ว +4

    You made a mistake with this guide. In the recent steam version, you have item points AND skill points. They are different things instead of being the same thing. Animals and equipment share the same points however.
    I suspect this was changed to make the game more accessible.

  • @alexanderabramov2719
    @alexanderabramov2719 2 ปีที่แล้ว +5

    I got a question, how old should I generate my world? If I only make it 30 years old say, how will it affect things? How much roleplaying depth will I lose out on because less stuff happened and how much will I gain in terms of performance and warding off FPS Death for longer?

    • @thespanishinquisition4078
      @thespanishinquisition4078 2 ปีที่แล้ว +12

      The younger the world the more still living titans roaming around, which for a first time player is really bad (titans as you might imagine are massive monsters, great for a challenge, but if you're just getting the hang of it having one drop by unanounced can mean an instant loss.)
      Furthermore, the older the world the more likely it is your chosen civ will have domesticated something interesting you can take on caravans, so you'll have more options for your start. (Though if you quickstart that means nothing.)
      Up to this point older meant better, BUT: the older the world the more settlements will have sprung or started, and the more connections will have been built between them.
      This is a double edged sword. On the one hand it means more migrants, trade, travelers... Good stuff. On the other, it means a likely chance of getting pulled into a war and sieged. And spoiler alert but sooner or later you WILL be besieged by someome, younger worlds just means it will take decades for it to happen, as opposed to years.
      This can have the biggest impact if you're not careful when starting. Protip! You can choose your dwarven civ. So cycle through them, and see if they are ALREADY AT WAR on your starting date. If they are, DON'T PICK THEM. Should be easy...
      If for whatever reason you DID pick a clan at war, don't panick. Next you will set your embark location. When embarking you will see there's a list of neighbors which also tells you how many days of travel you need to get to them. On that list, enemies of your clan will be marked with HOSTILE written on nice red letters. You have to be careful with those. The further, the better.
      On top of that, the next screen will show you one choice about enemies. Options are "no enemies", "normal" or "hard".
      No enemies means literally that, you won't get attacked, by anyone, it's like playing minecraft on creative, boring as hell. Hard doesn't mean enemies are harder, it just means enemies WILL know where you are. Normal on the other hand, means it takes time for your enemies to learn that your civ has sent a new expedition. So if you pick normal, you will have some time to commit a decent amount of deforestation, move everyone inside, build some nice big stone doors and blockade them when the inevitable siege drops by. If you play on hard, the number of days that were shown as distance between you and the hostiles is exactly as long as it will take for them to drop by and give you a nice welcome via crossbow bolts. If you're already at war, don't pick hard unless you REALLY want a massive challenge. Because I assure you, you're not ready to fight fair.
      Also the more settlements the more likely there's goblins close. As a tip on who you want as neighbors, assuming no hostiles:
      -Dwarves: best neighbors. No duh. The more dwarves the merrier.
      -Humans: They're practically discount dwarves, really. Somewhat likely to start a war with you in an old world, but if not already hostile they make good trade and generally don't get mad at you unless actively provoked. I mean, you'll inevitably have an incident involving a tantrum and/or alcohol sooner or later, but that applies to everyone.
      -Elves: they EFFING HATE deforestation. And sooner or later you WILL cause it. But if you acquiesce to their pompous demands and deal with them they can have nice amounts of trade and won't declare war until your defense system accidentally yet inevitably winds up spewing lava into the nearby forests and pissing them off... Ok sometimes it's not accidental, pointy eared deserved it...
      -Goblins: if there's goblins close, you WILL wind up at war with them. It's not even a matter of tantrums anymore. Goblins are little magnets of trouble, they always inevitably wind up breaking diplomatic relations.
      As for roleplaying... Eh, I'd say the opportunities are basically the same, really. There's not THAT much difference and the game is HEAVY in roleplaying either way. Difference is an early world will feel a lot like playing the mythological bronze age: surrounded by barren lands, with long distance between settlements, braving giant monstruosities and trying to establish paths to other civs. While an old world feels a hell of a lot more like the industrial revoltion: trying to make a settlement and extract resources while surrounded by neighbors of diverse alignment you have to compete yet also trade with.
      Personally, I'd say go for 100 years. It's the recommendation of the game for a reason. Earlier worlds take forever to send caravans or even migrants. Later worlds are usually crowded as hell.

    • @thespanishinquisition4078
      @thespanishinquisition4078 2 ปีที่แล้ว +9

      Oh and things I forgot on my prior message:
      -FPS performance: DOESN'T MATTER. AT ALL. The world's age only affects how long it takes to create or load the world. But when playing the game only sees your surrounding. So FPS isn't affected by this. If you want less FPS Death just use the 4x4 area for embarking, that's the only way to stop it. And then just... learn when to quit. Because sooner or later your fort will be large enough to cause lag. So when that happens, consider leaving them to their luck and embarking onto a new one.
      -A note on difficulty: This game's subtitle is "LOOSING IS FUN"... That's not a recomendation. It's just how it is. Really the biggest tip anyone can give you is this: When in doubt. Just try it. Go ahead. Sure there's a 99% chance you'll loose in spectacular fashion. But that's kinda the point of the game. It's not like there's a real ending. Your fort goes on until you either embark again or loose. It's not meant to last forever. So, sure, I could tell you all the naughty areas of the map you don't wanna settle in. But on the other hand. You wanna kill some goblins? Then go ahead, kit your starting party as warriors, embark right next to a hostile goblin camp, and try to set up defenses before they come. Who cares? It's gonna be badass, so do it. And once you're done, just make another fort elsewhere.

    • @alexanderabramov2719
      @alexanderabramov2719 2 ปีที่แล้ว +2

      @@thespanishinquisition4078 thank you Amasalud

    • @daviddobarganes9115
      @daviddobarganes9115 2 ปีที่แล้ว

      I wonder if less history means less religion and less annoying demands?

    • @thespanishinquisition4078
      @thespanishinquisition4078 2 ปีที่แล้ว +1

      @@daviddobarganes9115 Nope. And most certainly nope. As soon as you have nobles they will ask you to ban selling red spinel items, or make them a window underground, or actually make red spinel items so the prior ban makes sense to begin with... World age doesn't matter there, nobles will be nobles.

  • @jarrodanderson2124
    @jarrodanderson2124 ปีที่แล้ว

    After not preparing carefully for so long you get used to it. When I prepared carefully it changed the feel and flow of the game Big Time!

  • @lostscotsman
    @lostscotsman 2 ปีที่แล้ว

    If you "Save Profile" is that just for this generated world or can you pull up that saved pack of dwarves any time and use them on the next five or six newly generated worlds and fortress attempts?

    • @HeadCannon
      @HeadCannon 2 ปีที่แล้ว +2

      the profile is saved for any future world or fortress, however, be aware that the skills remain as selected but the dwarves are different each time and not every dwarven civilization will have access to all the same resources. for example, say you load a profile with a steel anvil, but the civilization you select as your home can't produce steel, the game won't automatically select an iron anvil for you, you'll need to add one yourself.

    • @andrzejklein7846
      @andrzejklein7846 2 ปีที่แล้ว

      Worth for saving items and animals, but dwarves differ each time so the skills do not mach and you have to change them every time.

    • @WarpPotato
      @WarpPotato ปีที่แล้ว

      And if you chose some musical instruments, they won't transfer, as different worlds have different names. At least that's what I noticed

  • @Tulga.
    @Tulga. ปีที่แล้ว

    Thank you for your help Linus Tech Tips!

    • @BlindiRL
      @BlindiRL  ปีที่แล้ว

      I am from the same part of town as then so not so far off.

  • @psu9611
    @psu9611 2 ปีที่แล้ว

    @Blind just started watching your tutorial of dwarf fortress steam edition have you done a how to deal with aquifirs tutorial yet

  • @managut
    @managut 2 ปีที่แล้ว +1

    Nice!

  • @mbeizer
    @mbeizer ปีที่แล้ว +3

    Ewe is pronounced "You"

  • @BasedBellagio
    @BasedBellagio 2 ปีที่แล้ว

    how did you zoom the map?

    • @kiwidemon8555
      @kiwidemon8555 2 ปีที่แล้ว

      Do the tutorial and find out

    • @BasedBellagio
      @BasedBellagio 2 ปีที่แล้ว

      @@kiwidemon8555 no the map not the game, the territory map for missions

  • @psychomantis9442
    @psychomantis9442 2 ปีที่แล้ว +1

    I would have liked to have seen you pick all the skills, to give a bit of an idea of what synergizes.. good vid tho

  • @nataliebrooks2815
    @nataliebrooks2815 2 ปีที่แล้ว +1

    through my bfs tinny speakers he says u sound like linus tech tips

  • @TwinIonEngines
    @TwinIonEngines 5 หลายเดือนก่อน

    "Freewhips excite me!"
    Oh yeah? 😏

  • @CainM89
    @CainM89 2 ปีที่แล้ว +1

    Can you change personality etc?

    • @abrilcasabene3605
      @abrilcasabene3605 2 ปีที่แล้ว +5

      Not personality, you can choose some of their skills. Their personalities are random, and they change as time goes by and events happens. Their profession and skills can be changed (you can permit and forbid skill), but if you didn't select them in "preparing", then it would take some time. For example, let's say I have a dwarf that is an Fisher, but I have too many of them, and I need more workers in other areas. So, for this dwarf I will forbid activities related to areas I don't want him to work in, like fishing wood working, cooking, etc (this is done in the character menu when you are already playing), and I will allow activites related to engraving. Eventually, this dwarf will mostly make engraving jobs when needed, and his skill will get better with time. At the start, his job will not have a lot of quality and it will be quite slow, but eventually, he will likely become a good engraver.
      Skills mainly help the quality of the products and time it takes the dwarf to do a labor. Skills related to work at least, skill related to fighting are another thing, but they are basically how good is a dwarf fighting, which will define how capable are certain dwarfs to defend themselves and others
      In adventure mode you can be very specific with the personality, but it isn't in steam yet

    • @CainM89
      @CainM89 2 ปีที่แล้ว +2

      @@abrilcasabene3605 Thankyou very much! wasn't expecting such a detailed reply i appreciate it!

    • @o-mangaming5042
      @o-mangaming5042 2 ปีที่แล้ว +1

      @@CainM89 I'll add something else to this. While you don't have direct control over personalities, there are ways to influence them. The biggest would be to have a library and selectively buy books that favor the personality traits you want people to develop. There's no guarantee people will read those books, but if you have them around, you'll probably have someone shift values towards them.
      Emergent gameplay is a heavy part of what makes this such an awesome game.

    • @CainM89
      @CainM89 2 ปีที่แล้ว

      @@o-mangaming5042 Understood, Thankyou!

  • @Хозяин-ц5п
    @Хозяин-ц5п 8 หลายเดือนก่อน

    stone workshop needs stonecutter, not mason

    • @BlindiRL
      @BlindiRL  8 หลายเดือนก่อน

      Look at the upload date. It was recorded before the game launched on steam. Old habits.

  • @BlakedaBull
    @BlakedaBull 2 ปีที่แล้ว +7

    like a aquafier of content.

  • @atimholt
    @atimholt 2 ปีที่แล้ว +1

    Should have picked the “doge hammer”.

  • @gumbygreens8975
    @gumbygreens8975 2 ปีที่แล้ว

    Nice Rihanna reference at the end there bud

  • @wadeoberheiden921
    @wadeoberheiden921 2 ปีที่แล้ว +1

    I like the other guides but this is literally "How to make the game easy 1o1"...

  • @alwayshc13
    @alwayshc13 2 ปีที่แล้ว +1

    Wow fast

    • @Cheesecannon25
      @Cheesecannon25 2 ปีที่แล้ว

      Thanks to Kitfox for getting him an early copy

  • @MOISECRIMI
    @MOISECRIMI 2 ปีที่แล้ว +1

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