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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.