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All posts created by Bob

Bob
Bringslite of Staalgard
Heed Bob's advice(paraphrased): If you are stretching to maintain your current number/level of Holdings(AKA near maxed out) then you might be in trouble going over that threshold when the more permanent system is turned back on.

A clear exception to that would be if your company is currently maxed out but has very few inactive characters in it. In those cases, the eventual return of some form of influence limits will let you bank at least as much influence as you do now.

Of course, while max influence is superhigh for everyone (starting with EE 12), it will be kind of hard to tell if you're "maxed out." Best you can really do is avoid pushing too hard to bank tons of influence just because you can, or at least recognize that the gains you get during that time (such as increased bulk resource production) may be temporary.

We do also plan to bring back influence limits at a measured, predictable pace, giving everyone a little time to adjust.
Bob
Edam
Well if they just give half its STR bonus to CON (which is likely) it basically will be adding a total of about 0.5 Con at maximum level so its not a huge change.

That's exactly what was done, give or take some minor rounding.
Bob
Edam
Just remember if you eventually want to change layouts it is likely your existing buildings will just move to the same number on the new layout. (the alternative would be a mass demolition and Bob personally handing out dozens of replacement structure kits for every settlement in the game which seems unlikely)

Correct, the plan is to have buildings move to the same numbered locations at that point, though none of that is on the roadmap at this point.
Bob
Edam
Bob
Also, the atrophied lich and Nhur Athemon reflection/image bosses have been rooted so that they'll stay under the protection of their guardian crystals.

This was to stop us killing the boss on the first pull with stacks (which take a straight percentage regardless of hitpoint totals) and then running off ignoring the rest of the mob and the crystals? An alternative would have been to make them more immune to stacks and recover better from stacks.

This wasn't so much about the ability to kill the boss quickly once lured out as the way that Nhur Athemon will remain out on his own while everyone else leashes back to the crystals due to his superior range. We're hoping to make some improvements to the way leashing works to deal with that better in the long-run, but aren't able to get those in for EE 12, so this should help for the moment.
Bob
Also, the atrophied lich and Nhur Athemon reflection/image bosses have been rooted so that they'll stay under the protection of their guardian crystals.
Bob
EE 12 will bring significant changes to the ways mobs react in battle. The first change will happen right at the beginnings of battles, with mobs spreading out to attack every nearby character, not just those partied up with the initial attacker.

Mobs will also build up a team hate list in addition to their own individual hate list, and that team hate list will be getting partially shared among them. This means that a player who's doing lots of damage to one or more mobs while nobody else is, or who's taking damage while nobody else is, could eventually find all of the mobs targeting that one player. Mobs will still build up the most hate from players directly damaging them, or being damaged by them, but damaging or being damaged by their teammates will be factored in to make them more likely to respond to changes in the overall flow of battle.

Whenever a mob needs to request a new enemy to target, such as when a mob leashes back to its original location, it will check the team hate list and pick a random character on it as its preferred target. This will reduce the likelihood of leashed mobs all targeting a single character, though that could still happen occasionally if all the mobs just randomly choose the same target.

Mobs will also do a better job of checking regularly to consider alternate targets that are in range when their preferred target isn't in range. They may just hit an alternate target once or twice and then go back to their original preferred target, but if they do enough damage to their new target to push them to the top of their hate list, then they'll switch to this new target.

In addition, mobs that consider themselves part of a team will no longer be able to hurt each other with area-of-effect attacks, just as allied players can't hurt each other.
Bob
I have one character who's a relatively pure gatherer. She's a T3 Forester/Scavenger/Miner, but still just T2 on Dowser. I try to focus on combat skills when I need to boost some ability scores, but I'll pick up crafting/refining feats if necessary. I generally solo with her, and she's tough enough to clear mobs away from nodes if they're not too powerful. If I brought her out with a group, I think she could hold her own and gather along the way, though I'd probably spend more time running than more combat-oriented characters would. I also gather fast enough that it would be pretty easy to mostly just gather near the party and then join in combat when needed. If the occasional mob came my way, I could either handle it or at least survive long enough to run back to the party for help. I wouldn't be an ideal party member if the party was focused on getting to the boss kill, but I'd be pretty good if the party was focused on maximizing looted/gathered resources during our time there.
Bob
The plan is for gathering skill to get taken into account when deciding whether or not you find a gusher, and rank to be taken into account when deciding what resource that gusher contains.

Gathering skill gets taken into account when deciding how long it takes to gather, but the speed increase per level keeps dropping. At a really high skill, the difference when adding a rank may be harder to spot. Same goes for the number of resources gathered, which is further exacerbated by the randomness of how many resources you get each time. At higher ranks, it can be very hard to tell just how much your odds are increasing.

In general, a lot of feat advancement is designed to have diminishing marginal returns at the top end, with the idea being that there's a good chance your character is better off widening their skill set at that point rather than continuing to focus on one specific skill. That said, if you've got multiple characters, or if you run with a company that really takes advantage of specialization, then you may be better off maximizing individual skills on each character.
Bob
We've added two more feud-related categories that you can set access for, those feuding a company in your settlement and those feuding a company in an allied settlement.
Bob
Decius
Would it be possible to arrange for a one-time swap from the negatively affected holdings without sacrificing the outposts, or should we plan to replace the outposts where a holding is enough worse that it needs to be replaced? The higher primary upkeep makes the difference between reasonable and unreasonable in several hexes.

Unfortunately, there isn't an easy way to swap buildings. If there are some really egregious cases, then we can look into doing something about those specific cases. Beyond that, individual companies will just have to decide whether each situation justifies the expense of replacements.

I'll go ahead and file a feature request to make changing buildings easier, but I'm not sure when we'll be able to get to it.