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Once invigoration has been unlocked, there is less of a limit to the amount of adventuring you can do in one day. Guidance also saves precious energy.
However, I feel that the punishment for not having enough energy is adequate. Died in a fight last night due to not being able to use combat abilities or run away, both because of running low on energy.

Invigoration causes stress, so though it prolongs the time spent exploring, you have to be aware of that.
qilongfei, if you are exploring, fighting every encounter you come across, the stress from combat might well be what sends you home rather than low energy. But if you are skipping encounters (eg innocent bystanders), the relative stress cost of casting invigorate is acceptable. As you're not stacking the stress caused by casting on top of stress caused by combat. So once this spell is in play, the system seems more balanced.

(If and when the players magic affinity gets high enough, the stress caused by this spell can be negated, or reversed, reducing the targets stress! But as you have to be a high leveled and magic focused character to pull this off, it doesn't feel game breaking. More like a perk for being an awesome mage haha.
func invigorateeffect():  person.stress += rand_range(25,35)-globals.player.smaf*4)

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Maybe I haven't truly went to the high level areas so far (Only got through the Gorn part of main quest, and never went to dead end areas like mountain cave and sea so my highest level area is the marsh), or maybe I just don't spend enough adventure on one day. My longest journey so far is going foot from Wimborn to Frostford and then back, fighting every last hostile encounter and still come back home safely everytime. In my personal experience neither high stress nor low energy is a significant issue. 

Stress gets capped at 120 and doesn't seem to have significant debuff to my party, and acid spit special move doesn't cost energy and erode armor so that pretty much negate 0 energy problem. 

Then again, I tend to always lean more towards caution when playing video game, so that may be why I don't find adventure to be particularly challenging since I usually go low level adventure with full party of chain mail/long sword, and high level adventure with lv10+ all have hammer. I'll probably have to play more of the game to tell for sure, but so far Strive is definitely more of a relaxing experience which is not a bad thing, since I always prefer a relaxing game over a high challenging game anyways. I just don't feel the game mechanic does what the game maker wants to accomplish.

I will definitely have to give Invigorate/Magic build a try. Haven't really feel I needed it, but if that move has unlimited use per day unlike Sedation, it sounds like a really helpful spell.

Just made it from Wimborn to Frostford in my most recent playthrough with an under-equipped under-leveled party. They had no energy left! But those chests are so tempting and i can't afford lockpicks hahaa.

Totally agree about enjoying a relaxing experience with games. Like to take my time generally and explore the mechanics.

Even if energy management  becomes more important in the next update. There's nothing stopping you taking a few days to restock, recover then trying to catch that reclusive dragonkin again.

With content for the kennels on the horizon, would adding stables be out of the question? Could completely negate energy loss from walking. Including your whole team at stage 4.

I guess I'm just too over-prepared for all my adventuring. Although this game does feel like it lacks real end game zone so far. I went to the ruin beyond Amberguard to farm high level treasure chest with a party of mainly regular strength race (my starter a beastkin fox with +2 End trait with no lab mods, a halfkin bunny and a human both with +2 Str trait), my biggest threat for this item run was running out of carrying weight and can't get a good enchanted item instead of get wiped out by enemy. Acid Spit and Invigorate made enemy encounter more or less trivial and I foresee both skill get nerfed in future build. I used the same party to utterly curb stomp the final boss which is actually a huge let down.

Stable is an interesting idea, but I don't see Maverik implement it or at least implement it like suggested here. Considering they want to limit how a player can adventure per day, not let them go wild without penalty. Maybe someone will modded it in once mansion upgrade modding become a thing.