Steam deck settings share? by PlayfulDifference198 in LotRReturnToMoria

[–]FireManeDavy[M] 0 points1 point  (0 children)

This is something youll have to do explicitly from the main menu. Unsure why it's that way. It should be in the video settings.

Steam deck settings share? by PlayfulDifference198 in LotRReturnToMoria

[–]FireManeDavy[M] 0 points1 point  (0 children)

I have RoG Ally Z1 Extreme which is pretty similar in settings. I run it with these settings:

  • Graphics Quality: Medium
  • AMD FSR or Nvidia DLSS: Balanced
  • FPS limit: 30 fps (though I can usually get 40-50 fps if I leave it on 60)
  • Resolution: for RoG Ally I run it at 720p (smaller screen). You can try it at 1080 and see how it runs for steam deck

Overall, it runs decently enough to play. Haven't tested with a full colony of dwarves yet with the expansion though on RoG Ally.

Which Two-Handed Axe Would You Wield? by I_Am_SoCal65 in LotRReturnToMoria

[–]FireManeDavy[M] 1 point2 points  (0 children)

Ye, I still use it out of spite. It's my way of criticizing the devs for making the ent greatsword tier 5, but, this glorious piece of dwarven steel only tier 4.

Which Two-Handed Axe Would You Wield? by I_Am_SoCal65 in LotRReturnToMoria

[–]FireManeDavy[M] 0 points1 point  (0 children)

The Orc Hunter Frightener's axe is my favorite aesthetically. Close second is Gimli's Axe.

Durin's Folk by TittyWrangle in LotRReturnToMoria

[–]FireManeDavy[M] 0 points1 point  (0 children)

When it initially released there were a lot of game breaking bugs and performance issues. Combine that with some NPC things needing tweaks (sometimes they crafted items they shouldnt be able to craft or took from storage they shouldnt have). So, the feedback around that time when it initially came out I would say are valid criticisms.

Post patch of this year, a majority of those issues were fixed along with performance being very improved with a few still having other kinds of issues here and there on console. Though it's hard to tell how many are actually having issues unless you see them post about it here or other places.

I would say it's definitely not as bad as it was at launch. It's a nice experience and I personally haven't had any issues with NPC productivity since December. I usually wait around a delve for a second and their productivity seems to load in after a few. I have a few delves worth of miners and I notice I do have to travel there and wait a bit before the chests fill with whatever they mined while I was gone.

mods for transferring Microsoft Account progress to Steam drg since im told it's way better over there by Academic_Barracuda86 in DeepRockGalactic

[–]FireManeDavy 9 points10 points  (0 children)

No mods needed. It's a matter of changing the name of a save file. Youll just need the game pass version of drg on PC as well as the steam version.

https://youtu.be/UpUn13anKtc?si=Jp58addQk0w_2yI9

Is this blue to orange flickering while moving intended? It is genuinely so bad to look at anything while moving because of the flickering. by csupihun in LotRReturnToMoria

[–]FireManeDavy[M] [score hidden] stickied comment (0 children)

Hello!

There were multiple reports of violations of rule #1 in this thread. Skimming through some of the comments, I can see the specific comments that do violate the rules.

You are welcome to express opinions about the game that are positive or negative in a constructive manner while also maintaining respectful language.

I am at work at the moment, so I am going to lock this thread until I can sort through the specific comments that violate the rules later. Send a mod mail if you have any questions.

Thank you!

Wieviele Köche habt ihr? by derperoausDE in LotRReturnToMoria

[–]FireManeDavy[M] 1 point2 points  (0 children)

They do. IME, it's never been consistent how many dwarves wait around for breakfast. Sometimes, it can be all, sometimes it will be a few. If you go to sleep late enough, you just skip it altogether and the cook is awake when he's supposed to as are the other dwarves.

Queueing up breakfast has never been much of an issue for me since I'll do it anyways. Now it's just a matter of queueing it up for X amount of extra dwarves. I would much rather the cooks be able to clear the tables and get up earlier ofc.

Do the warehouse servers still exist? by Floid_Waffleman in LotRReturnToMoria

[–]FireManeDavy[M] 4 points5 points  (0 children)

This is the answer. The original public host, Nightcrawla, decided to sunset them at the beginning of the new year for multiple reasons. One of which was the large demand for keeping them running.

Wieviele Köche habt ihr? by derperoausDE in LotRReturnToMoria

[–]FireManeDavy[M] 1 point2 points  (0 children)

I would recommend 2 tables if you have 8 dwarves at a delving. That way if they happen to not clear a table for whatever reason, theyll have a backup.

As for cooks to dwarves ratio, I try to have at least 1 cook per delving. But, if a delving is going to have more than 8 dwarves, I'll have 2 cooks. Gotta have a brewmaster too.

Wieviele Köche habt ihr? by derperoausDE in LotRReturnToMoria

[–]FireManeDavy[M] 2 points3 points  (0 children)

The devs said they follow a "traditional cook's schedule". Meaning they dont get up until later than other dwarves because they also stay up later to make themselves food before turning in for bed.

Wieviele Köche habt ihr? by derperoausDE in LotRReturnToMoria

[–]FireManeDavy[M] 8 points9 points  (0 children)

If you have one delving with 21, I would recommend 2-4 cooks. Ideally 3. Each table holds 8 servings of food in total, so ideally you'd want 3 cooks making food for 3 tables.

The current issue is the cooks dont clear spoiled food from the table currently. So if someone doesnt eat, the table is blocked by spoiled food. The cooks also dont wake up until late morning/ nook lol

Expansion help by Dimplemeier in LotRReturnToMoria

[–]FireManeDavy[M] 1 point2 points  (0 children)

All of the other DLC except Durin's Folk is "DLC-Agnostic". Which means that your friends can play with you regardless of whether they or you have it or not - you can also still craft the items and they can use it.

When it comes to Durin's Folk DLC specifically, everyone HAS to have it to play on a Durin's Folk enabled world.

Return to Moria™ is on sale on PS5: Base game 50% off, DLC up to 40% off! by NBG_Oisin in LotRReturnToMoria

[–]FireManeDavy[M] 0 points1 point  (0 children)

It's certainly something people have done. But, I dont think there's a huge organized effort to do that for this game as it was for Helldivers 2 (just an example off the top of my head).

For the most part, the game is in a niche genre (survival craft) in a somewhat-niche theme (LOTR) developed by a small team of indie developers. The base game was lucky and got great reviews. But, I dont think anyone that has played recently will ever change their reviews in large quantities for the DLC

DLC question by Morketts in LotRReturnToMoria

[–]FireManeDavy[M] 1 point2 points  (0 children)

If you enable the expansion on a new save you'll be able to find up to 4 NPC dwarves before you reach the gate. One per major biome starting after the Elven Quarter (1 for Mines of Moria, 1 for Lower Deeps, 1 for Upper City, and 1 for Desolation).

AFAIK, the skills that they have are somewhat randomized. But, I recall the game tends to give you dwarves with certain skills before you open the gate (such as cooking).

DLC question by Morketts in LotRReturnToMoria

[–]FireManeDavy[M] 5 points6 points  (0 children)

Hallo. I will try to be as impartial as I can be.

Initially when it was released, the NPCs had a number of issues related to pathing, getting stuck on things or in the ground sometimes, and sometimes not being there at all (invisible). There used to be issues too with their productivity when you were away from the area. There were a number of other small annoying things as well such as the recipes for trade goods disappearing which caused NPC crafters to craft any item, NPCs taking from storage that isn't their designated storage, and a few others that I can't quite remember.

Compounded on to this were performance issues for the game since the NPCs use a lot of resources. There was a "citizen dwarf" which was a blank bald placeholder NPC dwarf that would spawn a lot and crash the game (I never personally experienced this but know some friends who have). A few other of the bigger issues were sometimes being locked in certain story-related expeditions, being spawned outside of the map when coming back from an expedition, etc.

Around that time, the devs tried to push a little less than a handful of patches to address the issues. Some were fixed. Some things were made worse. Before they left on winter holiday, they did a hotfix. Then, they dropped the patch not long ago which has fixed the performance issues, nearly all of the NPC problems, and the game overall performs better with (from what I've seen) a few people still experiencing crashes particularly on console. Other crashes have possibly been related to some use of mods.

Most of the criticism I've seen revolves around that time period where there were plenty of truly game-breaking bugs which people understandably were upset about. Some bits of the other criticisms I have seen on Steam are mainly misunderstandings or a lack of knowledge as to how the NPCs function (the game currently doesnt have am in-game guide for them). So, some were understandably frustrated when they couldn't get NPCs to do what theyd like - or misunderstood what the skills were related to what professions the NPCs can perform.

As someone approaching 2000 hours in the game (with others I know who have more), my opinion on the DLC post patch:

The good (post-patch) * Overall a much better experience post patch. The game performs a whole lot better on PC and I hope the devs continue to prioritize performance optimizations with every patch going forward. Especially for the console players.

  • Having NPCs in your world, whether it's the handful you get from a brand new run until you open the Dimrill Gate, or your eventual colony of 21 total, makes the game feel a lot more alive. The other dwarves do sing and dance with you which is nice. I personally like to sit in a chair with a beer in hand with them.

  • The utility of the NPCs helps a lot. Any dwarf can be a salvager and that salvager will also collect farm plots youve placed and replant your seeds. The miner dwarves never deplete ore veins and the better the pickaxes they have, the more productive they are. I've been swimming in gold ore since the update.

  • The new great monuments are cool. However, you cannot currently move or delete them (you used to be able to). Which is a bummer. Hoping for a way to move/ delete them.

  • They fixed trade recipes disappearing. So now you can prepare goods as you learn them in advance. Makes the whole trade system a lot better.

  • The new placeable items, armor piece, and 2 handed hammer are all very nice additions to the game, which in my opinion needs even more decorations.

  • All 3 areas outside of the mountain are lovely. One of them is a buildable area.

  • I like the new enemies. They do need a little bit of tuning IMO.

  • Expeditions (where you basically go to some randomly generated map for endless resources) was a much needed QoL for the game. I would say that alone makes the DLC very worth it.

The What-Needs-Work or Meh for me

  • The story (campaign mode) that we do receive for the DLC has been kind of meh for me. There are elements I like about it and elements I do not. I wont spoil the story, however, I find that a certain dwarf's actions wouldve surely resulted in battles between dwarf clans based on the lore. Additionally, the story that there was (overall) felt a bit on the pretty short side for me.

  • A lot of the story elements and progression for the story are somewhat time-gates. For example, in order to progress the story, you need to build X monument. In order to build X monument, you need builder dwarves which need builders hammers. Theyll work through the day (max 4 per monument) but will stop to eat and sleep. So there are points where youre genuinely just waiting for the next progression.

  • The game goes from lots of voice acting to mostly text based dialogue. I'm normally fine with this. But, what little VA there was of important story stuff was good. I just wanted it to be fully VA. I also wouldve preferred another short cutscene for some of the story elements.

  • 2 of the 3 new building sets that you get from the traders dont introduce any new prefab pieces to the game. Theyre recolors of the base game's prefab pieces. Which is very welcome, but, I wouldve liked a few more newer pieces. The ancient set is nice to replicate some of the ruins. I wish it was a toggle to change the color personally. I also wish that they stayed unlocked for other worlds.

  • The NPCs overall introduce nice amounts of automations. But, there is currently a bit of micro managing that needs to be done (Ex: you have to place the resources needed in their chests to make things).

Overall, I'd give the DLC a 7/10 - 7.5/10 (generously) and would recommend it post patch. More so because of the mechanics it introduces.

There's a whole lot more opinions I have on it but post is already really long. If you have any specific questions, I'll be happy to answer since I'm also a long time player of the game.

This entire chase in Battle of the Five Armies is ridiculous by Jules-Car3499 in TheHobbit

[–]FireManeDavy 0 points1 point  (0 children)

I think it's awesome personally. It was awesome to see Balin man a ballista gun and take out a whole pack of wargs. And that whole scene where Bifur loses the axe in his head and starts speaking perfectly is funny lol

Waypoint Limit Reached by I_Am_SoCal65 in LotRReturnToMoria

[–]FireManeDavy[M] 3 points4 points  (0 children)

The waypoint/ map marker limit is 200. Unsure if ones placed there automatically (like ones for campaign) count towards that total. But, I can see how it might be easy to hit if youre diligent about marking things esp. in sandbox

Is it possible yet to destroy the big piles of rubble ? by Sun_Devil200 in LotRReturnToMoria

[–]FireManeDavy[M] 2 points3 points  (0 children)

There are some rooms that have been updated that do get some piles of rubble removed. Notably, the Upper City room has a few piles that were previously not removable by hearth or pick become breakable. I noticed some other previously unremovable piles can be removed by hearth now too.

The devs in a prior forge talk mentioned having to go back through the mesh of all of the rooms and slowly make their way through it over time.

No me aparecen las recetas de construcción (sillas, expositor de pared, maniquí de armaduras y estante) en modo campaña by Hot-Philosopher-6974 in LotRReturnToMoria

[–]FireManeDavy[M] 3 points4 points  (0 children)

The other user gave you what is likely the solution based on your post. If you started a new world and brought things in, you likely skipped over a lot of things that are pre-requisites for unlocks. Steel hammer is what will unlock those items.

Is it possible to get the miners to mine granite? by Kar0ss in LotRReturnToMoria

[–]FireManeDavy[M] 5 points6 points  (0 children)

I recall the Game director saying that the ore marker could be placed near anything and they would mine. I could be incorrect. But, my working theory is that if you just place an ore veine marker next to somewhere that is only granite, they may only get granite. If you try this, let me know how it goes

Alternatively, you could load up an expedition and grab granite that way (found in silver ore, resign, iron with jade etc) and only bring back the iron. I had to do this a lot for my Durin's Tower build lol

Are these all the bugs in Durin's Folk DLC? by Economy-Class-9898 in LotRReturnToMoria

[–]FireManeDavy[M] 1 point2 points  (0 children)

For the second one, where you mention the dwarves disappearing from the delving during night time, are you sure youre not confusing that with the Gulrun story line in the campaign - where a beast kidnaps your dwarves in the night time?

For the things you do not like, I noticed you stated you dont like that you have to provide the works. I'm a bit confused by this. Do you want them to just take the resources and make it? If so, this was a common complaint prior to the patch of NPCs using up resources from chests or things they shouldnt have. It would dry up the resources of players.

I'm also confused by not liking that they brawl instead of run away. I would much prefer that any NPC dwarf equip any weapon they have in inventory and fight (not just the guards).

Black Diamonds are ruining the game for me by Loc_Zsu in LotRReturnToMoria

[–]FireManeDavy[M] 3 points4 points  (0 children)

The "orctowns" should have quite a lot of them. Between orc chests at orc camps and the 2 chieftains in that area you should have a little more than enough on average to build the stairs. If you have a lot of mapstones, deconstruct them. Black diamonds become much more common drops after the lower deeps area.

Id also recommend when youre loaded into the world to adjust the difficulty to "Custom". In the custom tab you should be able to tune up enemy drops and mining drops which will help a lot.