
u/MetalSIime

Finally able to upload my IoA online!
After a few hiccups and help from Aura, I was able to upload my IoA towns online, check it out!
Buildertopia ID: 3cv2UL8ZNBy
Or if you search the tag "Snowy", sort by upload date, and look for a picture of the lodge above, you can also find it as one of the newer entries.
I basically just have 3 towns, located by their respective tablets.
I'm done with the building design, and wanted to work more on modifying the environment, but taking a break from DQB a little bit.
What's your preferred room height?
when i first played the DQB1 demo, I did 2 blocks but eventually moved to 3, as 2 felt a bit too claustrophobic.
DQB2, I used 4 blocks for the longest time. 1 block for the base, windows 2 block high, another block on top, then the roof/ceiling.
These days I do 6 blocks as it helps with the camera and I'm experimenting with interior decoration and ceiling design.
how about you all?
Which Buildertopia island did you focus your building on?
For those of you who spent time building up the buildertopia islands, which island did you spend the most time building on?
Right now I have medium size soggy skerry, rimey reef and a small coral cay.
I thought I'd build in blossom bay or laguna parfuma, but I started missing the weather effects.
Ultimately ended up building mostly on Rimey Reef, but its a town of experimental builds, and blueprinted designs that i didn't want on my IoA, but wanted to keep somewhere.
how about you?
If you could relocate your DQB2 story town elsewhere on the island, where would you choose?
If the game allowed you to take that builders bell and move your town/base anywhere on the story island, where would you choose?
For me..
Moonbrooke: The Rendarak area. You have a giant castle you can refurbish, but i'm actually interested in the valley area, with all those waterfalls and cliffs. Laguna Perfuma, tries to mimick Rendarak, but its simply missing all these mountains and waterfalls.
Khrumbul Dun: The underground lake area. I think a cool thing about this island is how deep the underground area is. You could build an entire town underground. But within it, I like the underground lake section.
Furrowfield: The area by the church. You have a giant church you could refurbish, as well as a forest with giant trees nearby, and a coastal view.
Skelkatraz: not a main story island, but I always thought that the giant caves would be a nice area to build something
Experimenting with multiple floors, NPCs sorta stuck
After last week's post, I decided to try building a tall structure, about 4 floors, 5 blocks high.
I made sure room doors on each floor didn't overlap, and that the stairs were in different areas.
The results was that the residents could access all rooms on all 4 floors.
But as others have said, they tend to congregate in one area. For my build, 90% of them were just hanging out in the 2nd floor hallway. Occasionally a few would move to the 1st, 3rd or 4th floor, but most were just chilling on the 2nd floor enjoying the view of falling snow.
i guess at the end of the day, NPCs prefer one or two floor designs, max. (even with two floors, i noticed some inefficiencies start happening, such as them cooking less)
[1080x720] Embraer unveils Uzbekistan Air Force's first C-390
Source: Embraer
another attempt at Moonbrooke, but need ideas (WIP)
Doing yet another playthrough of the story mode, but this time changing it up a little bit by smuggling in a bench from IoA. This means access to materials from previous islands, and a little bit more.
I'm mimicking some of the colorful style housing find in Arctic architecture, and also to provide more color in a rather monotone landscape.
In addition, I'm intentionally planning to stop the story around this part. I like this part of the game as there's a ton of snow, and the snow builds up on your land.. something that's missing in IoA and Buildertopia. It's also right before getting the Beacon of Erdrick, which melts the base's snow away.
In addition, the types of monsters that attack the base, drops a lot of meat, so its a good way of feeding the NPCs.
>!Also at this point of the game, you potentially have a full set of residents, including those who can farm, and cook as well!<
Right now I just have a moment it's just a mock up of the front to get some ideas, but I'm starting to lose motivation. Should I just scrap it and try some other ideas? implement color in a different way or a different lay out? I also wanted to try a neoclassical government building style. I am also thinking of changing the roof. I'm not a fan of the connecting roof blocks as they dont render well and disappear in the distance, and for this part of the game, don't accumulate snow.
on a side note, the simple kitchen seems to be a better choice than the castle kitchen, the npcs dont cook as much in the castle.
NPC pathing from 3 floors and higher
In almost all of my builds, I've only done two floors. In some cases two very tall floors that make it look like multi-storied floors.
So far I haven't had too many issues with NPC pathing for two floors going upwards.
Although I've had issues with NPC pathing going underground in the story islands..
But how about three floors or more? any issues with NPCs finding their way to third floor rooms or higher?
Malroth smuggling in a builders workbench to Khrumbul Dul
I recently learned that Malroth can smuggle items from IoA into other islands while they are still in story mode (usually you are forced to leave your items behind and start anew with items only in the new island).
Looks like Malroth or the residents couldnt break apart other types of crafting stations, but the builders work bench, he broke it and carried it! once he did that, I immediately teleported to the docks and sailed of to Khrumbul Dun. It's going to be fun replaying this chapter using different materials than usual.
Anyone tried building an underground town in any of the DQB2 story towns?
Any of you tried building your rooms underground in any of the story towns in DQB2?
Moonbrooke: This one seemed the most logical since there's already an underground prison room. Just extend the back. I tried adding bedrooms there, as I always felt bad that the NPCs were sleeping out in the snowfall, as well as the constant monster attacks. So the plan was to put them below the ground until the base expanded. But i ran into issues with NPC pathing and they'd get stuck in the corridors.
Furrowfield: Currently doing another replay. I'm putting the fields down here so the don't get damaged by the spores. So far seems to be okay.
Khrumbul-Dun: Haven't had the urge yet as this seems to be the best protected town in the story, but I feel there's a lot of potential for an underground build due to how deep the island is.
More pictures of the possible J-10 for Uzbekistan
Appearing on Chinese social media again.
The flag and insignias are covered, but it does matched the angle flag shape on their MiG-29s (see last picture).
Which was the more annoying ghost in this series?
The left is “ghost” that you mainly see in dqb1
The right is “spirit” which you see in the second game.
Both come out late at night and harass you until dawn
IoA: do you prefer hostile monsters or none?
Do you prefer or have monsters roaming around your ioa or none? (Or more generally elsewhere such as building in the story towns that have monsters vs buildertopias that have none).
I’ve always been split between the two. Some element of tower defense makes the game feel alive. But ghosts killing livestock is a no go for me
How did you build your Furrowfield?
Furrowfield is the first town you can build up in DQB2.
Just curious how did you approach building it during the story and post game?
The builder bell is several blocks (3 or 4?) higher the surrounding terrain. The base area itself is of varying elevation as well. Did you try to flatten it all out by raising the town up?
Unlike the other islands where monsters are funneled into one direction, Furrowfield monsters can go all around the town, although the ones in the battle tend to come from the north.
There's lots of material available as well. From the wood material you learn, the stone that can be harvested from the windmill or church. Which ones did you end up using?
did you keep that small hill in the corner (I dont think it could be destroyed during the story).
For me personally, I've built it differently several times in my play throughs. I did one big building with everyone inside, and angled roofs in order to prevent the spores from spawning there. Then i did a normal town with many smaller buildings which looked better. At one point I thought of just building everything underground and avoid the spores entirely.
I havent done a post game build yet for my story towns.
Floating cities and underwater cities, how do NPCs react?
I've been thinking of doing a floating build (either a flying airship/spaceship/sky town) or an underwater city.
But I was wondering how NPCs would behave. Would they wander off and just jump off something floating? or open the door in an underwater city and float up to the surface?
already on my land builds, I find NPCs in weird areas.
What is the key for in IoA?
Every time I sail somewhere and come back to IoA, I automatically receive a key.
what is it for?