Very important about guards. If enemies sound the alarm, only the nearest guard room responds to the alarm. It bring every guard from the guard room regardless where they are, same if they enter a guard room, then the guards will also respond but only the guards from the guard room. What's the difference? An alarm can bring guards from other floors.
Takk! Are you gona play and make videos of Warhammer40k Rogue Trader, would be rly fun watching you tackle that game. Lens Island is another game you would like. Loving the work you do mate thank you for the entertainment.
You probably have to make a new wall to be able to delete the door,so the rooms stay separate.right now it looks like you'd be merging a break room with the tavern.
@@CharliePryorI've had your problem too with the door. Remove walls from the tavern or guard room until 1 space away from the door (the door will lead to a brick wall). Then the game will know to which room it belongs and you can remove it.
Been watching your vids for tips on my playthru - Did you notice when they ran away from that assault you didn't get any sort of reward. No corpses ... no monies... anyway maybe your okay with that.
I did this specifically because comments stated that the elemental effects occur around them when they teleport in. I’m showing them they do not. - stated as much in the video. Regardless of where I spawn them in, they will be approached and die very shortly after.
Is the tavern stuck on the 1st floor, or can you move it up to the floors that are empty? But teleporting that warlock in to middle of the pack was not a good strat mate. Also im not gona buy this game while the A.i is so stupid must so frustating for you to play this lol.
@@arnewengertsmann9111 I only know because I've been playing it, although I didn't realise there is a 150 customer cap so my entire second floor tavern is a bit of a waste 😅
Very important about guards. If enemies sound the alarm, only the nearest guard room responds to the alarm. It bring every guard from the guard room regardless where they are, same if they enter a guard room, then the guards will also respond but only the guards from the guard room. What's the difference? An alarm can bring guards from other floors.
I thought about transitioning to a single guard room eventually to test that out - but then i found a relic in the next video....
Shrink the wall on the bar side and it will separate the doorway. Then you can delete the doors then you should be able to move the walls.
In the missions menu you can just rmb somewhere to close it, instead of sniping the x 😅
Takk!
Are you gona play and make videos of Warhammer40k Rogue Trader, would be rly fun watching you tackle that game. Lens Island is another game you would like. Loving the work you do mate thank you for the entertainment.
Thanks! - I’ve never touched anything Warhammer. I’ll have to look that up and see what it is
@@CharliePryor oh wow you have some great lore coming for you if you check it out mate.
You probably have to make a new wall to be able to delete the door,so the rooms stay separate.right now it looks like you'd be merging a break room with the tavern.
When you delete a door, it makes that a wall again. it wouldn't merge the rooms, it would make it a solid wall there.
I think to move the tavern door you'll need to add a new one and let it build. Then you may be able to delete it.
@@CharliePryorI've had your problem too with the door. Remove walls from the tavern or guard room until 1 space away from the door (the door will lead to a brick wall). Then the game will know to which room it belongs and you can remove it.
Use rugs on half the room to make room neutral
It is almost like you should have alarms in more areas. A short corridor between rooms?
F will yellow beard. He's a vip and can't be fired and can encourage strikes
Been watching your vids for tips on my playthru - Did you notice when they ran away from that assault you didn't get any sort of reward. No corpses ... no monies... anyway maybe your okay with that.
Why don't make the vaults like a hallway? 4x(how much doors you want) and that's all! They don't need much depth.
Why don't you make your trap room more of a z style maze with walls extending into the room so that they have to follow a specific path?
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Hi
First yeahy
They are ranged attackers do not put them right next to the enemy
I did this specifically because comments stated that the elemental effects occur around them when they teleport in. I’m showing them they do not. - stated as much in the video.
Regardless of where I spawn them in, they will be approached and die very shortly after.
This is lots of fun, do you think you can get 100 video's out of this as well?
Nope. Probably only a few more left honestly.
Is the tavern stuck on the 1st floor, or can you move it up to the floors that are empty?
But teleporting that warlock in to middle of the pack was not a good strat mate.
Also im not gona buy this game while the A.i is so stupid must so frustating for you to play this lol.
No, the Tavern is stuck on the first floor. You can't change that as far as I know.
@@arnewengertsmann9111 Thank you mate.
You can move the tavern wherever you want, you can even sell it and rebuild it but only one tavern allowed 😊
@@adamnelson7993 Ah ok. Then I remembered it wrong. I thought Charlie said, he couldn't in another video.
@@arnewengertsmann9111 I only know because I've been playing it, although I didn't realise there is a 150 customer cap so my entire second floor tavern is a bit of a waste 😅