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AI rework (pathing, more interactive options, better thrall commands, more idle animations, better archery combat by the AI) - no more thralls committing suicide or thralls that ignore obvious threats - thralls that can patrol an area, call out when danger approaches, and actually “defend” a base
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Purge fixes (no more spawning on your base’s roof or inside mountains when you have a clear path to your base’s front door) [see AI pathing]
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AI improvement (NPCs that can swim and climb) - AI that can combo with other NPCs (AI ‘teamwork’)
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AI Combat Awareness (vision cones and hearing cones so enemies can “see” or “hear” threats and respond rather than being nearly blind and deaf)
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AI Combat Actions - better at detecting objects around them and able to use objects for cover – I’m looking at the archers – and archers that can detect when their arrows are hitting fences or other objects in front of them and can adjust their firing rather than continuing to expend ordinance shooting walls or a fence that’s only a foot from their face) - and even be able to switch targets (if they can’t hit target A, they can switch to target B, or move so they can hit target A)
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the Settlement System (let NPC camps ‘grow and develop’ but destructible, too)
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Purge improvements (actual siege engine use; thralls on horseback attacking; NPCs that can climb the walls into your base or swim up to your base; Purge scaling based on player/clan level average rather than location)
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Expanded loot tables to include DLC weapons and armor in drops if the player owns the DLCs. Also Purges with DLC armors and weapons (if the player or all players of a clan have the DLCs).
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Base defense improvements added (traps, larger splash area for boiling pots, murder holes, spike pits, and so forth)
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More Purge weapons (gas grenade Treb ammo; small Scorpio or large Ballistas, battering ram, siege towers; siege rhinos and siege elephants)
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Rework the Player Attribute Perk system for more synergy (and improve the perks that people tend not to use)
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Adjust NPC thrall attribute perk system to stop fighter thralls gaining accuracy and archer thralls gaining strength - let the stat be either/or
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Crafting thralls that can level (and eventually become “named” gaining experience through crafting items - the more they craft, the more experience and eventually, the higher the level)
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more Beards and NPCs with beards (new hair styles wouldn’t go amiss either)
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Armor displays
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Rework the armor and building temperature system (let players craft what they want - hot or cold resistance - and apply the look that they want)
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Merchant caravans (camels and horses and possibly carts traveling routes (such as from Buccaneer Bay to Sepermeru and back) - give players something fun to randomly encounter instead of just static monsters waiting for the player to “show up” at the same spawn point all the time
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Roaming raiders (let there be random events on the map - instead of static encounters, let a few NPCs band together and “patrol” looking for targets to pillage)
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Mounts that are actual mounts and not counted as a thrall (grant your companion thrall the ability to ride a horse, too)
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Camel mounts for carrying large supplies (large carrying capacity)
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Fruit trees and wild edibles (not just berries, insects, and seeds)
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Woolly rhinos added to the North
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Alligators that will swim after its prey (water combat for NPCs)
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Fix the ragdoll animations for rhinos and elephants so they aren’t flying through the air on death
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more variety in Fur/Pelt Rugs and Wall Hangings (more tapestries, too)
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Musician thralls with Music options (what to play) that can be expanded on as you find more (like finding emotes only finding music pieces)
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Named Animal Trainer thralls for taming pets faster (and a named Horsemaster thrall for mount taming)
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Named Armorer of Asura thralls for crafting the Asura armor style (flawless and exceptional)
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Ability to “teach” entertainment thralls new dances (and set which dance to do on that thrall)
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Lava that is actually dangerous (after Thralls are fixed to not walk into it)
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Fix the gathering animation so it doesn’t “pause” between hits on rocks and trees
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Toggle for dismemberment (on/off)
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Star Metal one-handed Axe weapon
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More snap points for foundations and ceilings so a pillar can be placed on a corner and not just in the middle (and let pillars overlap wall edges for smoother sides instead of rough stone – I’m looking at the sandstone walls at the moment).
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Add medium size 2x2 gateways and gate doors
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Add inverted stairs in other DLC formats (like we got in the Arena building styled DLC)
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Cimmerian/Nordheimer DLC with T3 wooden “ski lodge” architecture (long house; thick wooden beams – maybe crafted “ironwood” bricks) and dome shingled roof pieces. Maybe draw some inspiration from Viking architecture.
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Rescuable thralls (instead of beating them over the head and enslaving people, let players rescue thralls from cages or prisons – probably so weak that they have to be dragged back to your camp to heal (drag thralls on a stretcher using the same binding animation); Conan wasn’t a slaver - he rescued slaves - let Priest thralls act as medics to heal rescued thralls who will join your service after recovery - or create Monk thralls to do medic work such as Monks of Mitra just like Taskmasters do for Wheels of Pain, players can construct healing pallets with an assigned thrall spot and use healing potions or Aloe soup and so forth) (mimic the slavery mechanic, but let players be heroes)
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More natural disasters - floods, tornadoes, hurricane, mudslides, earthquakes, lightning strikes in storms, blizzards, volcanic eruption [gentle and/or catastrophic], meteor strikes (in other locations), tar pits, quicksand, choking ash clouds in the volcanic area, shifting sand dunes
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More biological hazards (monsters don’t have to be big) - diseases (with recipes for cures), army ants (that climb into everything in its path), termites eating wood (even wooden bases), biting sand flies
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More caves (all sizes) and places to build defensible, Purge resistant bases. Perhaps even an underground biome with bio-luminescence to light up the dimly lit underground.
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And MOST OF ALL – new MAP [not new biome - new BIG/FULL map] (after playing the same map since Early Access, its time for something new) – and yes, I would pay money for a new map DLC (if it was a big map like the current CE game map) [I wouldn’t even mind of all the dungeons from CE “magically” reappeared on the new map]
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After ALL the above was done, then, maybe, if the devs were bored and couldn’t think of anything else, then maybe, just maybe, add sorcery. But that’s a very distant last item.