Again, unless this is the step you are doing just before you enter your study (possibly to generate Heirlooms and then) retire, don't do this in a Steam launch "dinghy" sailing off to finish a discovered hidden Ambition, unless you are a veteran player. Since you can't take ships with you to your next captain, unless finishing up an Ambition that literally requires you to sail off with over 40 items in its hull, this can be the last thing you do before going off to finish your game-ending Ambition while getting some Echoes back from your previous ship. Unless doing the suicide option, use this only when you have a purchased lodgings and an ironclad will, and perhaps converted some of your wealth to Heirlooms. This also works if you want to retire your captain before meeting an ambition and start anew with as much funds as possible. Selling your ship to this to generate more echoes before you retire.Use this method only as an experienced game player. It's exceptionally hard for enemies to spot and moves relatively easily compared to much bigger things. Use it as a scout ship with the tips mentioned above.That aside, it still has two possible deliberate purchasing uses: Mainly the tiny ship is an "abandon ship" or "lost all my funds" punishment as mentioned by SO's dev reply. It at least does not autokill you upon equip anymore. I'll leave the "Clay Men" discussion to the posts above whether it's a good temporary idea or not. You just need to be intimately familiar with fuel consumption and refuel points. When I asked (complained to) the devs about the nerf, they mentioned that the ship is intended to be a punishment for poor planning and they made the ship less useful by intention. If you equipped them before leaving port, and lose them you become down to 1 crew and travel at half speed, which is more or less a death sentence unless you are very close to a fuel/crew point. The excuse it gives is that there is "NO ROOM" and so they depart. On the subject of clay crew, the Clay Stokers are equipable now with the crew of 4, but the game automatically removes the item from your ship and inventory as soon as you close the gazeteer with a new mandatory storylet titled "UNACCEPTABLE". It means a bit of waiting in port, but is otherwise exactly the same as before. That's my work around for the nerf at least. This lets you reset hunger to zero without worry of fuel loss and you can travel normally with 5 fuel the rest of the time. Your hunger will tick over to full while docked without using any fuel if you have the gazeteer closed. When it gets high, dock at a port that sells food, buy one, and then close the gazeteer while still docked. My suggestion is, don't carry any food, have a crew of two, and watch your hunger meter. If you plan ahead and keep to 2 crew you are still terror immune (any crew greater than 3 can mutiny), and hunger rises slowly. ![]() ![]() It got nerfed to have a crew requirement of 4 which means you need to keep one food on you but only when your hunger gets high, lessening the distance you can travel without refueling, but the ship is still playable for a hardmode run if you know your way around the map. The steam launch used to have a crew requirement of 1, and was a really useful ship (terror and hunger immunity).
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