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Darkwood | Jumbled World | Day 21

Mazy Run

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Darkwood | Jumbled World | Day 21

45 просмотров · 3 мес. назад
Mazy Run
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45 просмотров · 3 мес. назад
JUMBLED WORLD [w/ TRUE IRONMAN & SUPERNATURE] Guess who's back? Wolfman left his calling card today, I'll pay him a visit in a couple of days.. He would have stole some of my supplies while I was out today but I avoided getting any of it stolen by moving it all into storage containers. He only steals from the Workbench, which I emptied.. Usually I wouldn't use this trick and would just take the hit, but right now I can't afford to lose precious resources like Rags, Gasoline, Wood, Metal, Bottles & Tape (plus I have a couple of high value gun-craft items).. A lot of work went into getting the loot distribution balance right in the RN mod and I much prefer this dynamic of struggling to maintain resource levels over having too much [Wolfman's appearance in Chapter 2 tends to happen around the 5th day in the Swamp] ELEPHANTS I've explored most of the West side of the map now and uncovered the Elephant's Cottage, so now I have a quest in progress.. the Elephant's Quest DAY 21 Another good day in terms of action during the day & night.. That's all I ever want from a playthrough, it has to feel like a Rogue-Lite journey from beginning to end where I'm constantly having to manage weapon durability, ammo count and HP throughout the day/night cycles I've used Forager & Appetite in all but one of my RN playthroughs, and in that run it was very noticeable how hard it was to maintain an adequate supply of healing items.. Passive Skills that provide healing are a must, and it's not just a case of choosing one of the main healing Skills, picking ALL of them is essential, this provides the best chance of always having an option to heal.. I'd guess that over 80% of my healing comes from Skills (Moth, Forager & Appetite). As for conventional meds, on average I probably use 1 Bandage (or 1 Pill) a day Today was a good example of how healing related Skills come in clutch whilst out scavenging. The likelihood of finding a Mushroom or some Wood during the day is probably higher than the chance of finding enough Rags to craft a Bandage AMMO COUNT I'm in that middle section of a run where all the ammo I'd been stockpiling throughout early game gradually gets used up. It's the phase where you can't really afford to be conservative with ammo usage.. You just have to use however much it takes to comfortably survive the nights. By the time the ammo reserves run out I should be strong enough in other areas to not be reliant on firearms anymore.. The later phase of the run, when all of your ammo is depleted, is sometimes the most interesting phase because you can no longer crutch on Shotguns STAMINA UPGRADE This is my first playthrough using the Stamina Upgrade perk (only available in SUPERNATURE mode). I haven't really seen anything to suggest it being OP yet.. The extra block of stamina does make it possible to get off an extra melee attack (in a combo) which can make the stamina based combat system feel a little bit less challenging but not in a broken unfun way DREAD DAY My next day (Day 22) is going to be a 'Dread Day' (a feature of SUPERNATURE mode). During a 'Dread Day' you are filled with 'Dread', a negative Status Effect which causes various things to weaken & hurt you.. The water turns to blood and deals damage, even engaging enemies weakens you (looking at them drains your HP).. Tomorrow, more than ever, I will need lots of healing options (I might have to carry stacks of Wood and rely on 'Appetite') 00:00 Time Freeze 01:35 Ruin 07:14 Hideout (Footprints) 09:45 Exploration 11:38 Old Shed 13:13 Elephants (& Doc) 17:08 Running Home 18:40 Night 23:52 Time Freeze (Stats) 25:58 Dread Day (Intro)