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* YOU CANNOT FIRE ADVENTURERS. Once they're on the roster, you're stuck with them. Don't shell out for the three new races DLC and end up unable to hire them because you've hired too many Clavat. | * YOU CANNOT FIRE ADVENTURERS. Once they're on the roster, you're stuck with them. Don't shell out for the three new races DLC and end up unable to hire them because you've hired too many Clavat. | ||
* The adventurer shops' shopkeepers are clever guys. If you build your adventurer shops (Weapons, Armor, and Items) too far from the action (your behest boards and the adventurers' homes), they'll start inventing crazy | * The adventurer shops' shopkeepers are clever guys. If you build your adventurer shops (Weapons, Armor, and Items) too far from the action (your behest boards and the adventurers' homes), they'll start inventing crazy stuff to try and drum up business. THIS IS BAD. All the "X" (experimental) weapons and armor boost one stat and detract from another, and it's random. The minute you let Leroy craft a set of staffs that give +10 to Dexterity and -10 to Willpower is the minute all your White Mages will decide they need new weapons. It's easier to minimize the risk of this happening by building your adventurer shops close to the rest of your stuff. | ||
* When you choose to demolish a building, remember that it isn't immediate. It will be gone when you wake up the next day. | * When you choose to demolish a building, remember that it isn't immediate. It will be gone when you wake up the next day. |