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Indigoblade

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Posts posted by Indigoblade


  1. I wanted to make a balance pass on OBIS so anyone who played the mod I would like some feedback


    Keep some things in mind:


    List the combat mods that you are using. I cannot account for compatibility for any combat enhancements, but if I find a pattern it will be useful to know


    Cosmetics is not balance. If you do not like the look of certain bandits, this is not the time to bring it up


    What level were you when X occurred? If you cannot remember thats fine, but I would love to know


    Do you know which bandit did X? A vague description would be enough


    What your playstyle? Keep it very general, unless you know what you are doing is weird or modded


    Thanks,

    Indigoblade

  2. I keep getting this error every time I try to build the mod

     

     

    Error 1 The "ProcessDirectories" task failed unexpectedly.

    System.UnauthorizedAccessException: Access to the path 'AnimNotify_ApplyPsiEffectsToTarget.uc' is denied.
    at System.IO.Directory.DeleteHelper(String fullPath, String userPath, Boolean recursive, Boolean throwOnTopLevelDirectoryNotFound)
    at System.IO.Directory.Delete(String fullPath, String userPath, Boolean recursive, Boolean checkHost)
    at Firaxis.VisualStudio.Tasks.XCOM2.ProcessDirectories.Execute()
    at Microsoft.Build.BackEnd.TaskExecutionHost.Microsoft.Build.BackEnd.ITaskExecutionHost.Execute()
    at Microsoft.Build.BackEnd.TaskBuilder.<ExecuteInstantiatedTask>d__20.MoveNext() D:\SteamLibrary\steamapps\common\XCOM 2 SDK\Binaries\Win32\ModBuddy\Extensions\Application\XCOM2.targets 125 6 ADVENT Ascended

     

    I don't know how to fix this does anyone knows whats going on?

  3. I'm trying to make a ADVENT soldier to use the Faceoff ability, but it doesn't work. At first I thought it was because the unit did not have a pistol, instead from reading the red screen error it has to do with the x2action_fire and x2action_fire_faceoff. I think the it is tied to the actual animations of the unit firing a pistol, does anyone knows how to switch this to a primary weapon?

  4.  

    So... how do I add new aliens like your centurion? I'm looking through your files, and I can't tell if it is complicated or deceptively simple.

     

    To start, rather than any fancy thing (adding abilities, etc), I'd just enjoy a basic guide on how to, say, clone a sectoid and make it have higher stats and a different texture.

     

    It is deceptively simple, I think, at least from the perspective of gameplay coding.

     

    There's only 5 unrealscript classes (*.uc) in the mod, and 3 of those are for defining new abilities and ability effects, so you can ignore those for the purposes of just creating a new alien.

     

    The core bits are :

     

    - X2Character_MutonM2.uc

    - X2Item_MutonM2.uc

     

    The first one defines the character template. All I did there was to go into the base-game code, into X2Character_DefaultCharacters and copy a template from the Muton, then modify it from there.

     

    The second one overwrites the weapon stats, allowing us to add more damage and the like. Again, I copied from X2Item_DefaultWeapons.uc, and modified as needed.

     

    In both cases, the art is linked to via the Archetype definition.

     

    For character :

    CharTemplate.strPawnArchetypes.AddItem("LWMutonM2.ARC_GameUnit_MutonM2");
    

    is how we defined the link to our new art asset for the Muton Centurion. When I was first creating the gameplay code, I just linked to the regular Muton archetype to make sure everything ran.

     

    For item :

    Template.GameArchetype = "WP_Muton_Rifle.WP_MutonRifle";
    

    is how we linked the new Centurion item template to the existing base game art assets -- we didn't customize the weapon at all.

     

    ----------------------

     

    Once the templates are set up, the next trick is to set up appropriate config files. The Centurion isn't probably quite the perfect example code, since there's some stuff in there I wrote but didn't end up getting working (like the AIJobs).

     

    XComAI.ini : Handles configuration the AI Behavior trees. Only needed if you are adding new abilities or you want to change behavior of new unit.

    XComGameCore.ini : Only needed if you want custom loot tables for new unit, which we didn't end up doing for Centurion.

    XComGameData.ini : Used to define Loadout of alien -- which items they are using.

    XComGameData_CharacterStats.ini : Defines all the character stats for unit, including difficulty variations. In particular the "LeaderLevelSpawnWeights" and "FollowerLevelSpawnWeights" are used to determine when your unit gets added to a mission.

     

    I have a file for XComMissions.ini, but this was just configuring a special test mission with Centurion in it, which isn't really needed since you can open any old mission and use \DropUnit console command to spawn your new unit.

     

    ---------------------------

    Once the templates and configuration files are done, the next step is setting up the art.

     

    To do this you have to work in UnrealEd. From the ModBuddy VS Shell, launch UnrealEd with TOOLS / XCom Editor.

     

    The base-game content has archetypes and art split into separate packages, but I found that combining it all together for mods to be more helpful.

     

    - Archetypes are under XComGame/Content/XCOM_2/Packages/GameData

    - Character art assets are under XComGame/Content/XCOM_2/Packages/Characters

     

    I found the archetype I wanted to clone, right-click, select "Create a Copy...". Then enter a new package name. The new package will show up under the NewPackages area. Similarly you can copy meshes, materials, textures etc as needed to the new package. You can also export meshes, textures and animations by right-click, select "Export to File...".

     

    Anyhow a full accounting of setting up a new archetype and art assets in a package is probably beyond one simple post. Once it's done, I save the package to the Mod Project content folder, then pack in the ModBuddy VS Shell, use "Add Existing Item..." to add the art package to the project.

     

    That's it for now!

     

    I am trying to make a variant of an advent trooper to add into the game. I am not trying to make something with reskins or different weapons, just want to make another type of Advent trooper that has some armor. Using the information here I created the X2_Character.uc and created an entry in the XcomGameData_CharacterStats. Since I am basing loot, ai, loadout, and art on the original Advent trooper, do I need to do anything else?

     

    Also looking at the Centurion X2_Character.uc code I found this at the top

     

    class X2Character_MutonM2 extends X2Character config(LW_MutonM2);

     

    Is the that config file needed to making a variant of an existing unit in game if I am not changing anything damage or rangewise?

  5. I think i had OBIS for skyrim...

    Cant recall specifically. Was long time ago. Me old.

     

    But new spawn nodes are a must, IMO, because the point is to have NPCs where currently there are none. In between action pockets. Free roaming the world.

    So manual travelling is fun and surprising.

     

    Crossing fingers that a mod like this, by your hands or someone elses, will emerge sooner than later.

     

    And hopefully the official tools will appear soon!!

    I cant wait for scripted mods. I feel like the modders kinda reached the ceilling of whats possible with FO4edit since no new mod concepts appeared in over a week.

    New points points would be nice, I'll probably make that separate function from the main mod though, would like to keep it script free as possible

     

    I had this Boss Idea while reading previous posts in this thread:

     

    Ivan Bear-Fist: Tough muscular brawler of Russian descent that wrestled a female Yao Guai into Submission, which is now loyal to him and fights along side him. She could be called Olga. He uses his fists, should probably have really high strength and endurance, and is always accompanied by Olga the Yao Guai.

     

    What do you think? Is it doable?

    I can definitely make the human but IDK if can make the combo work permanently

     

    I think somethings that would make raiders a lot more interesting and capable, might be to...

     

    -Raid things, competently. Not just your settlements, but other locations, factions, and caravans. Also If for example, settlers were mortal, turrets a lot harder to rely on for defense (possibly being much more expensive to make), and when raiders hit, they hit in force, they would feel like a more competent enemy that deserve a beatdown. As is, I feel kinda sorry for them, as all too often the game simply encourages you to mow them down unprovoked simply for being in the way to some other objective.

     

    -Weaker Raiders make use of zerg tactics to overcome individual weakness. Quantity being a quality all its own. Right now you mostly fight raiders in dribs and drabs, rarely do you come across mobs. And mobs are a good way to put a nice dose of serious business into a raider gang.

     

    -Non-hostile interactions with raiders. They may be thieving murderous drug addicted predatory psychopaths, but its not really conducive to survival of any predator to waste energy attacking every living thing all the time, nobody has time for that, and its not vary profitable, stable,or sustainable long term. It might be more useful to sell stolen goods, trade for drugs, demand tolls, take on merc work and such. Like, If you don't pose a threat, (or maybe too much of a threat) and can offer them something, maybe you can freely hang out among the less overtly murdery encampments, and watch em eat, sleep, talk, get drunk or high or whatever they do.

     

    -Neutral Survivor bands that share Raider equipment profiles. Muddy the waters a bit. As i doubt everyone that decides to cobble together their own equipment out of scrap is automatically a bad guy. There's no reason why you wouldn't have groups of scattered survivors using home made weapons and armor in a purely defensive capacity.

    Depends on how the mod goes and the way I see the encounters

     

    if you get this mod going id love to make a compatability patch http://www.nexusmods.com/fallout4/mods/9103/? it seems we have like-minded goals

    Sure

     

    Might be neat to get a bit of "The Warriors" vibe and give some of the raider factions a unified look.

    Focusing in more classes than factions

  6. Hi I would like to add in new names to the random pool of names for the both soldiers' nicknames and mission names. I know I edit the localization/xcomgame.int, but I want to see if I can edit it in Modbuddy. I remember that when I edited the xcomgame.int for nicknames for XCOM it didnt work when I added new entries. I would like to see if doing it modbuddy would make it work

  7. What i am lersonally most looking for is just more spawn nodes for raiders (and gunners, ghouls and super mutants). Spawn nodes everywhere than has a probability of spawning entities.

     

    Random encounter mods, to me, are really important. Without them roaming the outdoors is boring and predictable. Every tome i go through an area i know its either empty or populated with the exact enemies i killed before.

    I wish for a mod that in between these scripted areas will spawn groups of raiders (they make rhe most sense to be practically everywhere) that will surprise me.

    A superb Random encounters mod was for skyrim where about 150 new spawn nodes were placed outdoors and via a menu you could toggle what NPCs would spawn and what is the likelyhood of a spawn to uccor. Beat mod ever. Once i installed it i rarely fast travelled because if i would FT than i would miss the fun things that could happen when i travel.

     

    This kind of mod for FO4 is my second dream mod.

     

     

    (The first is a way to toggle the camera between over the right and left shoulder in 3rd person) :-P

    I used to do this for my OBIS mod where I had created new spawn points for bandits in a supplement mod, while a friend of mine created a system that spawns bandits using a semi sophisticated system. If you are familiar with our work, me and Tonycube2, I hope to at least match features from OBIS.

  8. What I thought was lacking that New Vegas tried to address was the idea of Raider "culture"

    You had the Fiends, a raider clan, and they could be talked to on some missions, even made passive in certain areas. Though having that level of interaction might be overkill, I'd at least like to see different factions for raiders, vying for power, feuding with each other. It doesn't really make sense that there are just "raiders" everywhere that don't create an identity for themselves. Maybe it could be as simple as adding a prefix raider name to raiders depending on region where they spawn?

    I'd have to see through the new CK but in from past experiences and from what I have saw through FO4Edit, I would have to recreate the area spawns, behaviors, and such for each raider location. That would be long project to do since there are tons of Raider locations already and they are densely populated all around. The Forged has its own lvl list, cell locations, patrol routes, spawn settings. I would have to at least match that for every Raider gang. Don't get me wrong I would like to do that, but it doesn't seem to be a project I can do efficiently on my own.

     

    Hey, this looks like a really interesting mod. Having raider gangs sounds fantastic, (It would be great to indicate these by having gang colours for the armour and bandannas) however forgive me for saying that I don't really like your concept of the raider "classes" as it doesn't seem very natural to me. What would, as others have said, really up the effectiveness of raiders is boosting the AI. It would also be fantastic to see some sort of moral system in place, the raiders running after taking damage or seeing comrades die.

    It's fine if you don't like/do like the mod idea, it does sound a bit weird that the unruly bunch like the Raiders would have specializations and such. But within the games files, Raiders are already classified as Power Armor, Auto, Revolver, Fatman, Melee, Bolt Action, Boss, Dog, Fatman Power Armor, and Grenade. The game already is set to classify Raider types that you see in the game. Now to actually show it in game so that you can see the different classes is a completely different matter. Personally, I like the different names. It gives me a second to think about what this name means to me and what the enemy would do.

     

    As for an AI overhaul, I would also consider it after I get all the classes done. If someone else gets to it first, I'd also consider integrating with my mod if I enjoy it enough

  9. I feel like the map is small but for a different reason. A good 1/4th of the map is water, areas that cannot be played like the rest of the game. If they removed that entire coast with land, and filled it to the brim like the areas near DC, we would have a vastly different feeling map.

     

    You can really feel how the water cuts you off when you get the southern part of map where the ocean takes up almost half of the entire area. I really do hope they decide to add in something in that water, at least something to do down there

  10. When I first read the title I was expecting a large list of wish fulfillment stuff that I saw a lot in the Skyrim side of things, but looking at your points, I realize that you are making a great effort expanding on the game based on past features and extending current features. I hope the best for your future work.

  11.  

    As you said, raiders make a living killing other people... get rid of any raiders below level 8 or so. No raider should have an endurance stats below 5. Keep in mind the player is human and the raiders are AI... make people at a disadvantage in the start and have to *gasp* put some effort in to beating raiders at a low level. If people dont like it, they can always turn it down to easy until they get a good weapon/perk setup. I would like a challenge. Maybe include a hard mode where raiders start no lower then level 10 or so?

    Nope. As you can see throughout the wasteland, raider attrition is fairly high as they are targets for super mutants, gunners, synths and later on BOS and the revived Minutemen. Raiders have a relatively short life span in many areas, very few are going live long enough to reach high level. So it is entirely appropriate that you have at least some lower level raiders - after all, they have to start somewhere. If they live they get higher level, but raiders are going to go through a lot of 1-10 level guys to get those higher level guys.

     

    I agree with this somewhat, Raiders are supposed to be the weaker faction hunting the less organized factions. However if we look at Raiders objectively, they are way below what is acceptable for a faction is compared to the other factions. At best this mod makes them almost comparable to the other factions, but should still lose to them in the end. Making Raiders super powerful is not what this mod intends to do, I intend to diversify and make every Raider encounter unique and tactical, similar to that I did for OBIS.

     

    On Raider patrols, I think they should be part scouting parties that should focus on the area they are from/protecting. Also allows for ambushes on the SS if the patrol returns to help their compatriots.

    Since FO4 is a bit denser than Skyrim I am not sure where to place these new patrol routes, especially since a good majority of the Raider areas are unlisted but I will see what I can do when I get my hands on the CK. I would however like to add in new spawns for Raiders in general, making their numbers threatening.

     

    Also thought of a new Raider type, one that poisons people as they attack! Makes poison more relevant. Names I feel are a bit iffy, but solid enough to work. Feedback on the names are greatly appreciated

     

    EDIT: Also, boss ideas! I don't want my random bosses to repeat themselves so give me ideas for random bosses! Names, personality, weapon preferences, give me what you got!

  12. hello great idea love your ideas, a lot of diversity is alway better;

     

     

    You could have some slavers, in 170 hours in fallout 4 never saw one

     

    Cannibals gang could be very cool with uglly faces and déformation (you can do a very character i saw so i think it's possible to create ugly raiders to? no?) i actually don't know a lot about mods that's why i ask

    Thank you for the complement

     

    As for slavers and cannibals, those ideas are nice but are hard to implement as an enemy type. What is special about being a cannibal or a slaver? What advantages you get for being them?

     

    Faces however I can make a ton of them, and I intend to

     

    Also added in half a dozen new types that are doable in the first post as well as expanded ideas for the mods

  13. Just a few ideas off the top of my head:

     

    - Tech-savvy raiders, weak but spawn with robot bodyguards (protectrons, gutsies or sentrybots). Could also own suicide bomber molerats or dogs.

     

    - Ghoul raiders. Surely not all non-ferals are upstanding, law-abiding citizens?

     

    - Hermits. While most raiders form gangs, these guys are tough enough to make it on their own. They could populate the empty shacks in the rural areas of the commonwealth and act as mini bosses.

    There are a few ghoul Raiders but specifically placed there. Yeah I'd like to add them into other camps though

     

    Tech based raiders are Gunners

     

    Hermits are a bit harder to implement but let me think

  14.  

     

     

    . For example why havnt raiders killed Trudy and her Son yet? (I think thats her name, the diner owner) She should have at least a merc or 2 working for her. Why havn't certain buildings been looted in 200 years? A bunch of the tech buildings should have robots or turrets outside, or raider inhabitants.

    I was reading notes and the logs in raider forts, camps etc. and as far I have read, they don't wonder around or scout at all. But guard and wait for a caravan since they take strategical places as bases, then live on the food of caravan. They hardly scout and look for food expect if they were starving.

     

    They may be named raiders, but they hardly raid, lol.

     

    For the other question. They seem tp have no lockpicking or hacking skills. let not forget that fact that many buildings are taken as a base by raiders already. Or house super mutes/monsters and forts are taken by gunners,

    And sometimes, the player enters while the raiders are looting. The raiders were waiting for a ceiling mounted turrets to ran out of ammo while I entered a police station the other day to loot the place. In Jamaica plain, named raiders are found dead because of feral ghouls ( don't wonder around the place by night with your pip boy radio on! They whole town is ghouled!)

    How I see it, Raiders, like every other group in the Commonwealth, are highly territorial. They stay on their turf because only the stronger factions are the only ones that can leave the territory to go attack. Think of the BOS attacks on Raider/Gunner/Super Mutant camps. They definitely have the resources and the knowhow to do such strikes and even so half the time the BOS loses the Vertibird. What interests me that Raiders live so close to Gunners and Super Mutants to the point where I can force them to fight each other. It's almost like they pick off the stragglers of those fights against the stronger factions like a pack of scavengers.

  15. Hey, I remember OBIS in Skyrim and it was good stuff, here are some of my suggestions:

     

    As you said, raiders make a living killing other people... get rid of any raiders below level 8 or so. No raider should have an endurance stats below 5. Keep in mind the player is human and the raiders are AI... make people at a disadvantage in the start and have to *gasp* put some effort in to beating raiders at a low level. If people dont like it, they can always turn it down to easy until they get a good weapon/perk setup. I would like a challenge. Maybe include a hard mode where raiders start no lower then level 10 or so?

     

    Something I would love to see is a major reduction in the numbers of female raiders. Lets put this into perspective: Raiders rob people, kill people, mutilate them, hang corpses from hooks, (possibly eat them) but... they respect women?.... uh no. It really pulls any immersion out for me when as an example I go into the base near Sanctuary with the big satellite dish outside, and the boss is Ack Ack, a 120 pound girl with no muscles holding a minigun?

     

    Maybe remove the female raiders and then make an Amazon tribe of raider women or something? Also, if there have to be raider females, they should at least look the part, they should have a strong/fat (going by the triangle at the start of character creation) body, you shouldn't be looking at a dead runway models body after taking their armor.

     

    I know you mentioned melee but I'd like to see more melee raiders.. provided they can be given good AI. They should try to flank you and use grenades to flush you out for the gun wielding raiders.... Not just charge my combat shotgun in a line.

     

    I'd like to see an elite group of raiders, guys with high end, well modded weapons and armor. Competition for the high end Gunners.

     

    Please dont do level scaling, just make enemies static, (like Requiem for Skyrim, I'm sure you know that mod) There are some areas a level 10 player should go and just DIE. Whats wrong with that? Whats the point in leveling up if everything is scaled to us and easy?

     

    Turrets are a big part of most raider bases. They need a big boost in power, turrets are just free scrap at the moment. I'd like to see them boosted by 100% in every stat, damage, health, armor.

     

    Please while you are at it make enemies more aggressive, more aware (way too easy to sneak) and not give up looking... they should honestly stay on alert 4X+the length they do in game currently.

    Big list, let me share my own thoughts on the matter:

     

    Remove all below lvl 8: Too difficult for game balance. Raiders are still low level, untrained angry people, not well trained mercenaries. I agree that the level 1s should be removed completely as they should be reserved for radroaches and bloatflies, but low level players should still be able to hunt Raiders for decent loot. Now that I plan on specializing each raiders to types, it will significantly increase the difficulty of each raider fight anyway. Artificially increasing difficulty through levels might do okay at first, but in the long run kinda ruin the experience. I need to see how the Raiders fare after launch before I make a full decision on this though.

     

    Women that are Raiders: Actually I like having tons of women in the Raiders, diversity is the stimulus of creation and including all sorts of walks can help create more content. The way I see it, gender stereotypes for an apocalyptic setting no longer apply when people need food and protection. Sure the game comes from like a 1950s setting, but if you need to kill the next caravan that comes by to survive, I'm sure the last thing you think about is why is there so many women in my group.

     

    Gender focused group: Harder to implement in Fallout 4 than Skyrim but will see

     

    More types of Melee: Sure

     

    Elite like Gunners: I would like to... but we already have Gunners, even with the changes I put up Raiders, they should still lose to Gunners. I want Raiders to be kept in check by the Gunners. My designs are in contrast to Gunners as I see them as the top of the of the food chain for immediately hostile foes. A well trained, highly militarized, just short of BOS style, mercenary group. If I think of a way to creating an elite type of raider, I will.

     

    Level scaling: See I never said I'd do level scaling, I said I'd do level "scaling." The way I scale enemies are still separated by tiers, but will start appearing much later. For instance tier ones will be 1-10, tier 2 will be 13-20, ect. you continue to see mixes of Raider tiers like the fixed, but the lower teirs will still be much more hardy when you hit higher levels. OBIS runs a system like that.

     

    Turrets: I can see that turrets are a mess, I might do something

     

    Aggro: No idea how to mess with that atm, will check it out.

  16. What the OP has mentioned thus far sounds fantastic. I'm at level 27 and raiders are already becoming rather easy to defeat and I'm playing on hard. I hope you include different raider groups like you did in your bandit mod because as raiders stand now there just kinda there. In FNV each raider group was named and had a general reason for being there.

    Glad you feel the same about Raider difficulty.

    Making literal "gangs" for Fallout would be much harder than you think, there are way more Raider camps in Fallout 4 than I expected and finding suitable ways of making them special would be a nightmare. However it is a project I would love to try out... Maybe

  17. First of all this looks like a great project already, and judging by my many hundreds of hours playing with your obis mod for skyrim, this will end up being a top tier, must have mod for me in f4.

     

    There's one thing I don't see listed in your outline for this project that I adored about obis; this being the bandit patrols feature. I could be imagining this but it seems to me that factions are for the most part rather static once again in this entry from Bethesda. If at all possible I'd love to see a patrols feature re-implemented in your f4 version of the organised bandits mod.

     

    Other than that I'm also interested in seeing what your take on Raider strongholds/bases would be for different types. Bethesda's take on this seems to have amounted to random clutter somewhat related to the pre-war purpose of the location with a few terminal entries or notes recognizing the raiders awareness of their surroundings. I wonder if this could be further developed to include such things as specialized trap placement more interesting than a few turrets scattered throughout. My ideas are robot use, radiation traps, loot baiting (signs to attract wastelanders, treasure to attract adventurers to specific traps within the area), and specialized creature taming/use (as mentioned by Boombro). I'm sure there a few examples of this type of thing in the vanilla game that I'm missing, but integration with your raider types would be just fantastic.

     

    Edit: I'd also like to see a raider type that specializes in the use of explosives. I didn't see that in your types list either. Explosives are so much fun. :tongue:

    Patrols: As I created patrols as a way spawn in more bandits for testing purposes, I can see that creating a patrols mod for Raiders could be fun. Unlike Skyrim however, there are less places to put Raiders since they are very common and deliberately placed. It'll be on a backburner, but if I find a way to get Raiders spawn in a believable way, I'd do it for testing and as a mod.

     

    Raider specialization based on location: When I was writing down this idea page I had a discussion with some friends about this. I either make Raiders specialization based on the individual or the location. I would need a full list of Raider locations in the game, and there are plenty that are not even on the pipboy's map. If I do something, I want to do it complete as I can, so leaving out some locations would bug me. Would be a fun project but not something I can work on that won't drive me crazy. Expansion of Raider bases would also fall within the Raider Patrol mod so it would fall under that catergory.

     

    Robots: Hmm... Gunners use alot of robots, but I might think of something

     

    Lootbaiting: Would be more of an encounter than a Raider type so would also fall under Raider Patrols

     

    Taming: Need to figure out what animals would be tamable

     

    Explosives: Yeah I can see that

  18.  

     

    level list system is indeed very easy I'm looking at it now in fo4edit

    assuming there's nothing hidden or whatever of course it's very simple
    Let hope so, because that it means better and more mods that cover such areas.

     

    From what I have seen with the Raiders and the progression outwards from Vault 111, it seems that each area has a hard level that the level list follows. It's good for how Fallout 4 is like, but for playthroughs that last past level 40 fighting Raiders is boring. I might have to remove the hard caps on areas or wait for something to come out to remove them. Of course this is all speculation and I need to wait till I get a better idea where to look how the game decides what level the spawns should be.

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