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Myth

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Everything posted by Myth

  1. I was gonna link the map for him but someone beat me The trek from Muldraugh to West Point is a long one I've yet to attempt (soon on my current best survivor, very soon... maybe tonight). As much fun as zed slaughter and looting is, I like expanding and fortifying my safehouse and surrounding area. I can't wait for the bug for building 2nd floors is fixed. Scope out the mods section. It's not as hard as one would think.
  2. Gah! and I had them in my head when typing this. We do have plenty of Foxes, thank you for reminding me of them. We don't hunt them though, to us it'd be like hunting one of our dogs or something. They're very smart creatures and not good for eating so we let them alone. That's pretty much why I beat that dead horse. People are really adamant about it without knowing the reality. While it's perfectly legal in many US states to buy and own them, the tax on them alone means they really aren't a hot commodity. Most Gun Stores you see around here might have 1 suppressor in the whole store, attached to a badass .45 or 9mm with a load of other custom features in one of the cases. Given everyone has the same idea of looting the gunstores in apocalypse scenarios, you can bet the owner snagged that one for himself before ditching shop. IF any surplus are in the store awaiting sale, big IF, then they'll be in the most common form purchased, which would be for .22lr here, and they might have 1-2 tops. So barring out discussion on what they actually do, the availability and compatability make it something too far out for this game.
  3. Same here. I love video games, guns, and the outdoors. Weird combo, I know. lol I don't even go that far for deer hunting. I've been a woodsy person my whole life so moving with reletaive quiet in the woods is second nature. I don't have the patience for deer stands or blinds of any sort, so I usually find mine by stalking. And they typically go out with a Bang! rather than a Twang! with me
  4. I like the Lockpick mod. The extra profession alone is worth it. I think it would be great to add gun breaches of doors to it. American Steel, I believe there are even special barrels for the blasting of hinges and modern shotgun bayonets are shapped to aid tasks like this.
  5. You're right. Even the nutty ones will outlast the people who have no preparations at all (a bugout bag and a gun don't qualify). The preppers and the rural people would inherit the world against the shambler zedocalypse. While cities would be blackholes, all those people who cracked jokes about rednecks and crazy preppers would be biters mwahahahaha... ahem. As far as attitude, it'd be pretty diverse. People who were prepared for catastrophe and already have a group would be more trusting. Those who weren't and had to struggle, or those who spent a large amount of time alone in the catastrophe, wouldn't be. Then there would be the predator societies. For those that like TWD for modern reference, Governor types would be more common than Rick types. I'd imagine that's about as simple as it can be put though: Trusting, Reluctant, Marauders. Mental state of the society can vary a good bit without changing categories.
  6. Everyone already pointed out the obvious. NPCs will expand this so much, we'll have trouble finding time to read a skill book anymore I'd imagine lol. I can't wait. Something I think would be great: Add list of specialized homes randomly chosen from existing houses. Like finding a house that belonged to a successful local Carpenter, and it be stocked accordingly with a nice cache of construction material and tools, maybe even at the expense of other items normally found in a home. The Gardener, Survivalist, Ahtletics Coach, etc. Even toss in some foils like the Dentist house with more toothpaste and toothbrushes than food lol. Point is, randomly placing these caches creates a large incentive to venture out even after you're stocked, and does so without breaking the realism. It'd be loads of fun and go a long way to address those 5 month survivor blues. What I'm currently doing to adderss this is turning about 1/4 of West Point into a fortress. I've cleared 2/3 of the city on my current best survivor and have stock to last a decade probably lol. I'm gonna turn the elementary school lot into a huge farm (my safehouse is the block directly across the street from it). I'm scared to take the Muldraugh trip with her lol. just a thought.
  7. That's what a vacuum sealer is. It's a vacuum motor in a pretty housing to market it to suburban housewives. It would take 20 minutes and materials already ixisting in game to alter the vacuum cleaner housing to function as a sealer. Then you could use a curling iron or something of the like to seal the bag. You can hang and smoke meats to preserve them. Create a table with a reflective surface(like aluminum foil or sheet metal) to use for dehydrating meats and fruits. Fill a laundry tote with sand and store it in a cool, dry place (for now, a ground floor room with no windows until we get basements) and preserve veggies in the sand(works especially well for root and tuber veg). Canning just requires the materials(which are found on store shelves in Walmart even). Each of these things requires no electricity, and only two even require the survivor provide a heat source. The dehydration table relies on the sun.
  8. I apologize, but I'm not fully understanding your point but I'll try to address it based on my understanding. It takes a bit more than clothing and lingo to accurately portray a culture. Whatever part of the country or world you're from, I'm sure the uniqueness of your people takes more than clothes and dialect to define Kentuckians put a lot of importance into tradeskill and practical knowledge. While I'm sure it's interesteing to some people to know the workings of the solar system, for us, that knowledge won't help harvest a field more efficiently or give better insight to fixing this tractor engine. And that shows in every aspect of our lives, down to the very things you'll find in our homes. I've lived in other states in my adulthood(I'm 31), including Michigan, Illinois, Missouri, and Tennessee. They're all very different places straight down to common pets and cabinet contents, to neighborhood layouts and common hobbies. I've been alarmed at the lack of preparedness some of these communities I've lived in demonstrate, like Michigan(mid and northern parts of the state). How does everyone have a jet ski without the tools to maintain them, or even knowing how they work?! That's inconceivable for us. Especially when those parts of the state are dotted with lakes everywhere. In place of jet skis here, you'd find 4-wheelers (atv's or quads to many people) and the vehicle itself will have basic implements in one of its compartments. That's just one small difference between us and another American community I've experienced. The flavor matters, otherwise why was such a specific location chosen and replicated for the game world? Some levels of authenticity must be desired or they could have copied the template of any town, anywhere, made up a name, and never told us the state. I could be wrong, but I get the feeling that's part of it for them, making this as real and authentic an experience as the programming will allow. It is eery how close this is to the layout of most KY small towns. Within the towns, I can easily envision it as my home county towns. That is part of what hooked me after attracting me, it was apparent they'd developed the map based on the realworld layout of these towns. lol I had no trouble making it to certain key locations simply because of my familiarity with these templates for a town's structure when I first started. Thanks for commenting.
  9. American Steel, If you've done enough bowhunting, surely you've seen a deer "duck the stream." Most people wouldn't believe it unless they saw it, but often times deer can hear the arrow coming and they will drop to the ground or jump over it's path of trajectory. I always thought that was so amazing that they could do that. Pheasant do it too against shotgun shot. Rathlord,You just might have the same synrdome with handguns as I do with bows
  10. I found a very newb friendly solution. I'm a newb so that's how I know lol excuse me if I did exactly what was recommended throughout as I might as well have been reading foreign language. You guys are above my level here lol In the ... Users/yourname/zomboid/mods folder, my unzipper just dumped all the files into /mods. All I did was take the mod.info, the poster png, and the loaded files and stick them in the spraypaint folder. Then I named the spraypaint folder verbatim with the tag in the mod.info file "spraypaint". I don't know which of these things did it, but the mod appears in the mod loader now and I'm about to see how much paint I can find. Anyone that doesn't have Notepad++ get it, I just did and it's pretty damn cool. Here's to my first successful mod attempt!
  11. The best cure is to go out in a Blaze of Glory!
  12. I'm reading a lot of misconceptions. I'm a Kentuckian. We are very pro-gun. Reloaders are a common sight, I have family members that do it. You can indeed buy black powder, in large amounts at that, for use in both reloading and for muzzle loaders(black powder rifles that fire .50 slugs). We can buy it in several states like this at not only gun stores, but franchise markets like Bucheitt. It's very easy to get ahold of the loaders and materials. They're just expensive so it's not something we all have. It's also not a thing you can just walk up and do. You can kill yourself easily by screwing up the process. It is not to be taken lightly and no common Joe is going to be able to do it without at least a detailed manual and healthy respect for what they're doing. Even experienced folks only do it with zero distraction. Until you've seen a gun backfire firsthand, it's hard to express how risky this is. That's why it has no place in the game, at least not any time soon.
  13. It's more about how impractical it is to have them at all. You'd find a dozen crossbows before finding your first silencer for a .22lr and crossbows are something only serious bowhunters and survivalists buy around here. For what the tax stamp on them costs alone, we toss in another $100 and buy a new shotgun lol They just aren't that common and the ones that are are for a gun type that isn't in game yet. looting the gun store would get you the only one you'd ever find for a handgun without looting a thousand houses. The best way to appease players here is to allow the crafting of them if they were to incorporate it. Crafted suppressors are disposable and have malfunction rate. This would be a long way down the road though and I'd rather see many other things implemented that are key, especially with crossbows and bows pretty much guaranteed to fill that silent ranged wpn desire.
  14. I know both of these have been mentioned. I was just reinforcing certain points regarding those things from a certain perspective. I agree, silencers are impractical and shouldn't be added to the game, especially from the native perspective. Same for the traps, just a reinforcing of the idea from a native perspective. It's also an explaining of the most common form of these things you'd find here. The long bit about silencers was as much about clearing up common miconceptions I see when reading. Thanks for the comment. Thanks for the comment. I've never personally been to Knox County either. I grew up in the Western side of the state near KY Lake, but it's generally fluid throughout the state as to how we live and such. After looking at a map of Muldraugh I had to do a double take, it's layout is so similar to my hometown. While I have the attention of a developer for a moment, I've only discovered it recently but this is a very fun game I spend entirely too much time playing and it's the most fun I've had participating in an alpha/beta experience. I look forward to sharing from the native perspective as much as y'all can tolerate it. And if I can only have one thing I ever ask for, make it machetes I'm patient and it's as much fun to think up these things.
  15. First, you can be harmed by more than bites/scratches. Break a window without a melee weapon or fall from a decent height will do the trick. You also run slight risk of being cut any time you climb through broken windows. Second, scratches don't always = infection. My current survivor has 5 scratches total: head, neck, right leg, right foot, left leg. No infection. I've only actually been infected by scratches a few times, but I attribute that to the fact I always immediately bandage. Don't let it bleed and weaken you. I have no actual proof that bandaging lowers infection chance, just my experience. Bites however, always infect me so far. Third, like others mentioned, it staunches blood loss. And you can bleed to death in the game, leave blood trails that zeds seem to follow, and weakens your survivor. Also, I've never heard it mentioned or pushed it ingame, but maybe you can get sick from untreated wounds. Not zed fever, but like typical infection. Maybe you'd get that moodle like with food poisoning or standing in the rain too long. That'd be cool if it does. Fourth, they can be used in place of paper for the campfire stuff. Fifth, as an alpha, it's important to remember we're playing the skeleton of what the end product will be. I've read talks of an overhaul to the entire medical system for the game. The meds and bandages we currently have are just the beginning. I like your idea of injury chance while crafting. Minor stuff though. I don't want to be left wondering if my hammered thumb is going to kill me after medical attention. I think the clothing needs to be expanded, not cut back. Reducing the number of bandages per clothing item would be good though. And being unable or running risk of sickness for using soiled clothing would be great. I don't feel a need to differentiate clothing condition beyond that, soiled or not, and all zed clothing is soiled. Wearing soiled clothing would affect hygeine and mental state(depressing). And with NPCs would affect interaction. I'm rambling. Answers your problems in a number of ways while adding something constructive to other gameplay aspects.
  16. Green Thumb and Black Thumb aren't genetic, but neither are some of the other traits on the list. Some are learned. It's not a stretch to have traits that play on something a person may have been raised with an affinity for, or maybe enjoyed as a hobby. Therefor "Green Thumb" is easily justified. As for "Black Thumb" it's not a stretch either to have negative traits playing on the fact that sometimes a person is innately bad at grasping a certain concept, or a lack of personal interest hinders the learning process. These are very real things. Fishing would be a good example to me. I hate fishing and an apocalypse won't change the fact that I hate fishing. I would seek any other means of survival as far as scavenging and hunting before I attempted it. I would find those moments of learning excrutiating, I'd have more fun failing on a hunt than succeeding in fishing. So when that system gets in, if there is a trait negatively affecting fishing, I'll take it every time lol
  17. This makes a lot of sense. It takes a lot of memory I'd think to keep record of all the things you've done on a single survivor. I remember having to reset memory on cosole systems after playing games like Oblivion for so long. I don't kow terminology, but it seems that remembering and keeping in place every lighter I dropped, every zed body I stepped over, and every window I break would be taxing on the system.
  18. More observations from a Kentuckian. Catch the first rambling from a Kentuckian point of view here: http://theindiestone.com/forums/index.php/topic/4643-suggestions-from-a-kentuckian/ Like the last posting, these are suggestions based on the life experience of a person raised in Kentucky. Any rehash of old suggestions are merely the reinforcement of those ideals from that point of view, and a bit of my own newbiness that I've only been around a few months and don't fully know everything talked about devs yet Enjoy round 2. Suppressors are something I see mentioned a lot by players. They are easily attained in the US, easier than most think. You simply have to file with the ATF and pay a $200 tax for a stamp. The background check is no more difficult than to buy a handgun. You can even build your own so long as you submit the schematics with your tax stamp application(but doing so requires some expertise and is by no means as simple as slapping a maglight case to the barrel.. that will get you killed). The tax is a one time per suppressor, but must be paid each time you get a new one. They are sold by Class 3 dealers(most any gun store worth a damn). Buuuuut... In Kentucky, they aren't non-existent among the civilian population, but I'd say 90% of the ones you'd find in houses here would be for .22lr. We use them on those rifles because that's our most commonly used gun. It's a serve-all firearm with cheap and plentiful ammunition and a suppressor for one makes late night blasting of that opossum in the trash can a quiet ordeal that doesn't freak out neighbors. Also for hearing protection. Here's the thing though. This huge myth is perpetuated by Hollywood and CoD that a suppressor eliminates all sound. Not even close. The loudest sound made in firing a gun is the sound of the bullet breaking the sound barrier, so unless you're using subsonic rounds with your suppressor, you're still going to have that very loud and identifiable "crack!" And even still, with subsonics, everything with ears within 30-50 feet will clearly hear something. Compound this with the fact that a suppressor for a 9mm doesn't just fit all 9mm handguns. First, they have to be threaded for attachments to the end of the barrel. Glock magazines won't fit in Sig guns, same with most of their mods. And guns stores don't just carry them for all calibers and models. They usually have a few of the most commonly purchased (that'd be .22lr here in KY, with a 9mm or .45 with several attachments in a display case for looks) and they just custom order for the customer when any other kinds are requested. In short, they're very impractical to hound devs over for this game. Maybe to learn to create your own that breaks after so many shots, but only with a malfunction chance with potentially horrible consequences. It wouldn't upset me to never see them implemented. The new weapon repair system is great, but... Wood Glue won't save an Axe or Sledge shaft. Or any glue. Duct tape and screws would be the best bet. A lot of players ask how axes and sledges can break but it's not the wedge or weight that break, it's the wooden/fiberglass shaft. Regular use of an axe and you'll break a shaft at least once a year. And that was before zed heads became part of the average work load. Anyway, it would be more realistic to allow combination of items for repair rather than multiples of the same and include screws(which already exist) as a weapon repair item. Wood glue works well for stress fractures and cracks. It won't save a compound break or shattered tool. Even with it's specialty, it works best with something to aid it. I imagine electrical tape might be included with the electronics system I've heard is on the agenda. That would be great considering the uses for electrical tape beyond that, including the weapon repair. We're innovative without a zombiocalypse when it comes to keeping useful things around. This system is certainly no stretch on the imagination for KY folk, just needs some fine tuning and added options. Screws and electrical tape for this system please, and allow for combining repair items. I haven't found much mentioning the map in a while so I don't know how open the possibility of adding to it is. If it's ever gotten around to, the outter country needs more barns and houses. We're rural, not a wildlife preserve Barns are a common sight in the country areas, they're everywhere. This is like the lack of machetes and ammo consolidation I mentioned in the previous post in that it takes away that feeling that I'm in Kentucky. The types of crops commonly grown here, like tobacco, require special storage after harvesting and barns of various types are needed in multitude to fill this need. This is also an opportunity to expand on the farming skill if that was ever an issue. Regardless of that, it's a visual thing above all. 2-3 more farms and a dozen or so barns, a few more country houses on the outskirts, that would go a long way to add to the aesthetic and realism of the setting. Finally, I love hearing about the implementation of feral animals and hunting in the future. Since nothing is set in stone as far as I know(aside from no zombie animals), I have a few suggestions to offer here. The most commonly hunted(for food) are deer, turkey, rabbit, squirrel, duck, and pheasant. And we have lots of those roaming the wilds. Predators to be cautious of beyond the obvious domestic dog packs gone feral are coyotes mostly, but the occasional bobcat and cougar are possibilities and in the Eastern part of the state, I wouldn't rule out black bears. Other common sights are raccoons, opossum, and skunks. We also breed red wolves and elk on our wildlife preserves if that means anything. I'm sure it's this system that we're waiting on that will give us our desired camo, maybe hunting knives, the bows, and more. The biggest suggestion I have regards traps. I also read that a system for traps is in the mix, I just want to express that we have chain market stores that sell snares and traps of all sorts for catching animals. My grandpa gave me a homemade rabbit trap for Christmas when I was a kid. Consider this when implementing these systems and be assured that traps, especially snares, are a realistic element in rural Kentucky. Kentucky people are long-winded if you haven't noticed Make sure you incorporate that with the NPCs. Thanks for reading. I welcome questions/criticism.
  19. "Prepping" is kinda something most KY people just do and have done for a long time. It's part of our tradeskill oriented, live-off-the-land culture. By the standards of most outsiders, I'd be considered a "Doomsday Prepper" but we just call it being ready for a bad situation. Most of those survivalists depicted on TV, it's like they went and found the dumbest peolpe they could within even the "DoomsdayPreparedness" movement to showcase. We don't do it around here because we're afraid of supervolcanoes or nuclear war or whatever. We do it because an ice storm might mess some shit up this year, or a tornado, or some other regular natural occurrence for the area. It's handy for us straight down to surviving unemployment and financial hardship. We know that money can't be eaten lol, but food can, and bullets can get more food. I just wanted to address that stigma for a second. We do have bunkers. Not what you'd normally think of, as they aren't for withstanding bombs. Usually, they're small, single room concrete hovels built into the side of a hill. We use them to hide from tornados. They aren't big enough to live in or outfit for days of survival. We actually keep them pretty naked because you don't want shit inside your shelter that can fly around and hit people. A bunker in the terms many are thinking of, only the wealthier folks have those. We convert our basements/cellars for that kind of thing if we feel the desire. I think this has more to do with programming than anything. If I understand it correctly, for each story of elevation in the game, essentially an entire map must be created, especially to allow for players to customize those layers. So adding a sub-story to houses would amount to adding an entire map below the current one. That takes lots and lots of time. I'd look forward to this when they get beyond alpha into full beta.
  20. Good news for you friend! Numbers 1 and 2 issues for you are something in development. Those are probably both combined for my #5 frustration lol so I can't wait until we can do things about it. I really need to start testing out mods. I'm with you on the inability to paint markers around town. Some cans of spray paint and a small menu of tagging options would go a long way (Mostly directional arrows, and symbols).
  21. I have a recurve myself. I've had it for about 2 years and I still can't manage to hit movign targets with any consistency. I'm scary accurate with firearms, not so much with bows lol
  22. It's not the crawlers in general. They're fine. It's that bug out where they seem to instantly flip to their stomachs and bite me all in a blink. It doesn't happen like that very often, but I know it can't be intentional that they do this flop'n'bite faster than I can swing my readied axe. I've had the bastards sneak up on me in corpse piles while looting a horde I just gunned down and they not manage to bite me, but I've had more than a few survivors bite it because of the gymnast zed-fu flips They do provide a nice injection of urgency, like a landmine crawling around on the ground chasing you. I'm by no means suggesting get rid of them. Just to put some immedieate attention on balancing them out and fixing any bugs with 'em.
  23. Thanks for input! I've only been playing for about 2 months and that's about how far I went back in posts trying to make sure I wasn't just repeating tired stuff. Good to know I've simply missed the mentioning of some of these things. I was going to mention this. Archery is a very difficult skill to learn and unless a survivor had previous training, he's not gonna hit a zed standing still 10 feet away, and is probably going to hurt themselves in the process lol. You are right, it's a big thing here to bow hunt. Snagging a dear or turkey with one gives special bragging rights around here. But it's not very realistic for a layman average joe to be able to pick up a bow and make good use of it, so I'm in no hurry to see them specifically. Crossbows on the other hand, they're simple enough to learn proper use in a day and while they're more of a novelty down here, most bowhunters have at least one just for the fun and cool factor lol I totally appreciate that the game is in early development stages and it's easily the most fun I've had with such an experience. This game has loads of potential and Indie Stone is doing great seeing to it. I just want to do my part as a fan who's very impressed with this effort. I really want to take care to ensure my criticisms and contributions are helpful ones. I've no desire to diminish the hardwork being done This is what encouraged me to make this post as well as future posts from this perspective. I wanna help if I can, add that Kentucky feel and flavor. Again, thanks for the input!
  24. 3 game issues/bugs/mechanics that annoy you most. The 3 that if you were in charge of these fine devs, you'd say, "Stop! Stop it all! Fix these 3 things TEW-DAY!" This is not meant to diminish the hard work put in. This is the most fun I've ever had with a beta. That said: #1: Belly Flopping crawlers insta-biting my junk. Here I am, I see this corpse-thing laying on it's back all peaceful but I know something's up. I slowly approach it with my axe drawn back, "I know that thing is alive... dead... undead..." and while I'm having this argument with myself, the zed shows strong zed-fu and in a blink is on its belly and I have a bite on my balls. Is this some cruel joke? Surely it's not intentional. Those crawler bastards account for 3/5 of my survivor deaths. #2: WHY NO SLEDGHAMMERS! Seriously... i know they're out there. I've heard other players speak of them. I even saw one once about 4 survivors ago, but it ran away. And by ran away i mean i got bit in the face running out of the house doing a victory dance. How's about upping the rng drop rate for those things just a hair. Maybe some Barbed Wire love too if you're feelin' it. No? K just the Sledges then. #3: Our survivor may be an average joe, but that doesn't mean everyone in Knox county was that way. What's wrong with finding a Carpenter's home stocked with tools, a Chef's home stocked with food and cooking stuffs, or a Survivalists home stocked with canned goods and ammo? Randomly generate which houses spawn with these descriptors. Add some foils if you like, like the Dentist's house full of toothpaste and dental floss and organic food that all rotted. That would be my goal, the thing that would keep me going in this scenario. After settling in and scouring the local obvious spots, it's what kind of caches can be found in each house. How victorious I'd feel that day I found the Gardener's house with a cache of seeds, fertilizer and spare gardening tools. What're your 3 big frustrations livin' in a surivors paradise?
  25. I've spent my life as a rural West Kentucky native and I have a few suggestions from that point of view. I only feel my life experience is relevent because of the game's setting and the efforts of the developers and community to make it as realisitic in it's experience as possible(Muldraugh may as well be my hometown of Benton). Some of these suggestions have already been brought up, and some are even already in development from what I've read. As it purtains to such suggestions, I just want to reinforce them from the mentioned perspective. We need a larger selection of practical weapons. I can imagine how many times you've heard/read this, but it's true. There are 3 melee weapons that are so commonplace here, it feels like I'm playing in a foreign country that has them outlawed. By the end of a month, a lone survivor would be sick of picking up Coleman machetes. Hatchets as well. People requesting katanas and such swords, sorry but that's not our thing here. We like our blades to serve a purpose beyond killing humans lol. Unless you're talking about knives... We like our knives here so scavenging a rural Kentucky town would yield you many mid-high end blades of various sorts, all ready to outperform a kitchen knife. I don't pretend to tell you how to implement these things, but they must be added soon. It really doesn't feel like Kentucky without these things: Machetes, hatchets, combat/hunting knives. If I get nothing else I ever ask for in the development in this game, it's this paragraph. The only thing I'd say about ranged weapons, rifles and sport rifles are common here. We like hunting and sport shooting, collecting and even just shooting stuff for the sake of doing it. We like our guns. We have lots of them. It would be more realistic to be worried about my ammo supply. Revolver pistols would be a cool addition. They weigh less, but are less accurate and hold less ammo. A great close quarters gun for those dark office buildings and apartments. Ammo consolidation like bandoliers, ammo cans, and hunting jackets are common enough to be found in yardsales. I've never seen slings or holsters mentioned though. Holsters should be available for keeping a pistol in its own slot with a quickdraw key. This key would draw/holster the weapon, holstering automatically re-equps your primary wpn/tool equiped. The speed of the draw can correspond with the Reloading skill. Slings could reduce the encumbrance of a carried rifle/shotgun with a limit of 1 active, no stacking of any sort. Hunter camoflouge would be especially handy when NPCs are implemented. Boots and raincoats. I feel too restricted in my choice of footwear and a severe lack of protection from elements. Boots could give protection from sctratches/bites on the feet/ankles(hate those crawling bastards), add to elemental resistance, while increasing the noise of your steps a bit. Raincoats are a commonplace item and it feels punishing to have my only protection against rain as a bath towel. Wearing a rain poncho when it's not raining is stifling, making the drawback the same as wearing sweaters unecessarily. This has grown long so that'll be enough for now. I look forward to answering any questions.
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