ProfMembrane Posted November 12, 2018 Share Posted November 12, 2018 It makes fires that really undermine the feeling of stability of the town. Link to comment https://forums.kleientertainment.com/forums/topic/98611-can-guards-not-fight-with-torches/ Share on other sites More sharing options...
SleepySheepy Posted November 12, 2018 Share Posted November 12, 2018 I'm assuming you are talking about during bat attacks? If that's the case then all you need to do is hide in a building until morning and there's no risk for them to set fire to anything, and the bats will wait to spawn until you go outside again. As for them setting fire to large patches of grass when trying to kill weevoles- I personally don't mind it, as it creates a lot of ashes and the weevole shells don't set fire. Free food! Link to comment https://forums.kleientertainment.com/forums/topic/98611-can-guards-not-fight-with-torches/#findComment-1114883 Share on other sites More sharing options...
ProfMembrane Posted November 12, 2018 Author Share Posted November 12, 2018 16 minutes ago, SleepySheepy said: I'm assuming you are talking about during bat attacks? If that's the case then all you need to do is hide in a building until morning and there's no risk for them to set fire to anything, and the bats will wait to spawn until you go outside again. As for them setting fire to large patches of grass when trying to kill weevoles- I personally don't mind it, as it creates a lot of ashes and the weevole shells don't set fire. Free food! Not just bats, also the mugger pigs. The fact that you they risk setting what is supposed to be an island of stability in a much more dangerous world on fire is kinda throwing off the tone. Link to comment https://forums.kleientertainment.com/forums/topic/98611-can-guards-not-fight-with-torches/#findComment-1114897 Share on other sites More sharing options...
SleepySheepy Posted November 12, 2018 Share Posted November 12, 2018 33 minutes ago, ProfMembrane said: Not just bats, also the mugger pigs. The fact that you they risk setting what is supposed to be an island of stability in a much more dangerous world on fire is kinda throwing off the tone. I understand your point, but there are still ways of avoiding it! For the thieves, it's all around better to avoid spawning them until you have blow darts or are somewhat prepared to fight them for their loot. The way to avoid it, is to simple hide your oincs in your backpack! I'm not sure if this is intended, but as of now, it works fine. Regarding the fires throwing off the mood of a town lead with stability, I agree, and until Klei DOES fix this somehow so it's less of an issue, there are steps you can take to all around avoid the fires! I simply just wanted to inform you of those ways so you can use them until the fire issue is fixed (If at all). Link to comment https://forums.kleientertainment.com/forums/topic/98611-can-guards-not-fight-with-torches/#findComment-1114919 Share on other sites More sharing options...
ToonKuriboh Posted November 12, 2018 Share Posted November 12, 2018 Yeah, it made me feel real unsafe when I had a science machine in the village (Before I got the slanty shanty) because they kept setting fire to everything. The pig guards are constantly setting fire to everything. At least where there is already light (Like the pig village), they should switch to their halberds. Link to comment https://forums.kleientertainment.com/forums/topic/98611-can-guards-not-fight-with-torches/#findComment-1114921 Share on other sites More sharing options...
Thieverpedia Posted November 13, 2018 Share Posted November 13, 2018 Honestly, the pig guards should just hold a torch in their other hand at night. Why do they neglect their other hand? Link to comment https://forums.kleientertainment.com/forums/topic/98611-can-guards-not-fight-with-torches/#findComment-1115215 Share on other sites More sharing options...
Avarwen Posted November 13, 2018 Share Posted November 13, 2018 I hope they will allows us to equip them with other weapons and armor later. Link to comment https://forums.kleientertainment.com/forums/topic/98611-can-guards-not-fight-with-torches/#findComment-1115223 Share on other sites More sharing options...
KainMorgen Posted November 14, 2018 Share Posted November 14, 2018 I agree, it is really annoying that the pig guards fight with torches at dusk and night. While it is easier for the player to fight a guard for the first time at dusk (because the torch will deal less damage than the Halberd) I would rather have them wear a Cork Candle or a Miners Hat (which could be destroyed on killing a pig guard so the player won't obtain it). Here is why. Not only do they burn a part of the pig city during vampire bat attacks, but it is actually dangerous to recruit the guards with the security contracts. The just burnt one of my bases when I recruited guards for the first time, when I had grass tufts planted close enough to each other at the opposite side of the pig city regarded from my base. ( grass--base--city ) So, the grass tufts spawned Weevoles, which did not really bug me (pun intended), but the guards that were supposed to protect me decided to burn them, resulting in igniting the grass, spreading those flames to the farms, etc. Sure, you could plant your grass further away from your base. But the same problem would apply if there was a bat attack at dusk or night if you had recruited guards. You could not stay in your base, because the guards would burn it trying to 'protect' you. Please change that! Link to comment https://forums.kleientertainment.com/forums/topic/98611-can-guards-not-fight-with-torches/#findComment-1116013 Share on other sites More sharing options...
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