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This Land is My Land | Getting Started Guide
#1
This Land is My Land | Getting Started Guide


During my time learning to play This Land is My Land, I and many others developed endless questions on the game. As it stands, it is still in early access and there are no official tutorials or documentation or the game. In lieu of official tutorials or documentation, I offer this Getting Started guide to help you on your journey. Please ask questions where there are any holes, and feel free to offer suggestions if you have better information than I have.

Understanding the Social Concept


This Land is My Land is a singeplayer game, with multiplayer social features. You are the only player in the game world in which you interact with. The Social aspect comes into the game through the following ways:
  • Chat - You can use the chat (press T) to interact with other players. Ask for help, guidance, or help others that need it. Discuss strategy, tactics, and anything else you wish.
  • Social Messages - Social messages, indicated by the [SOCIAL] tag in chat indicates when players have been knocked down by another players NPCs (explained later) in which another player earns SP (Skill Points). They can also indicate when another player has killed or intimidated your NPCs (if you have Founder's Edition DLC) in their game world.

Other in-game Social functions can be accessed by hitting TAB and going to the SOCIAL tab. Within that tab:
  • The Unstuck button allows you to fast travel from the point you are in to a nearby camp or outpost for a penalty of SP. Ideally, only use this button if you are truly stuck.
  • The Trading Window allows you to view items put up for sale by other members. You can also sell your own items in this window by hitting the My Offers tab. Here, you can create a Sell offer (to sell an item), or a Buy offer (to request others sell to you). This connects all singleplayer instances into a connected 'global' economy.
  • The Mail option allows you to mail other players letters and even items. You can also use this to mail yourself items from a resistance before you delete that resistance. Even if a resistance becomes unplayable, you can always give another resistance a boost by sending items to that resistance before deleting the old one. To do this, just access the Mail window from the resistance you want the items and open your sent mail.
  • Take SP - Click this button to collect SP earned from your NPCs and in-game actions. You can use this function to earn SP to give you a bosst to a single, or even a brand new resistance. Use it wisely.
  • Put Items - Place items into your social inventory. To place them in the social inventory, they must be in your characters inventory. Items must be in the Social Inventory to be placed into the Trading Window. Items purchased in the Trading Window will be sent to your Social Inventory.




Choosing a Name


When starting a resistance, you'll view the scene of captured natives discussing a renowned warrior on a train. This discussion is where you select your warrior's name. The name you begin with can give you starting bonuses or a starting handicap (your choice). When choosing a name, keep in mind:


  • Weight, health, and stamina boosts are the better choice for long-game bonuses. These attributes have a maximum that cannot be raised more than a certain number of points, so starting with either of these gives you a higher maximum later in the game.
  • Skill Points, learned skills, or additional warriors will give you a boost in the short term. Each of these is attainable in the long run through normal gameplay.
  • The deciding factor into the starting boosts for names (likely a hash) is reset monthly. So if you start a new resistance after the month changes over, you'll have to find a new favorite starting name all over again.




Basic Controls


The basic controls of the game are as follows:

  • F - Action key. You will use this for most actions within the game. Grab, intimidate, talk, 
  • W - Move forward.
  • S - Move backward.
  • A - Move left.
  • D - Move Right.
  • C - Crouch.
  • SHIFT - Sprint, can be used on horseback as well.
  • SPACEBAR - diving roll.
  • Right-click - Aim.
  • Left-click - Fire.
  • ESC - Pause, access menu.
  • TAB - Access map, player inventory, skills, Social menus.
  • E - Select secondary 'weapon.' i.e. Stone, coyote call, tomahawk, herbs, etc.
  • G - Use secondary. Some require a single press, some require a hold.
  • R - Reload firearm (bows do not require this, just be sure to equip the necessary arrows).
  • 1 - Select weapon and ammo.
  • 2 - Quick access to consumables, potions, etc.



Starting Gameplay


Once you've chosen your name and your new resistance has loaded, you are given your first objective: Craft a bow and wooden arrows. To start, you have the ingredients for this objective already in your inventory. You craft them by hitting TAB, going to the Crafting menu, and finding the Bow, and Wooden Arrow items and selecting the craft button for each. After you've crafted them, you still need to equip them. Hold down the 1 key and select the Bow and its associated ammo. You must do this for every new bow and arrow type you decide to use. If you go to aim, and nothing happens, you likely need to equip your bow and/or its arrows. You're now armed, and ready to play.



Gathering


You can gather items yourself by finding the required plants, stone, etc. in the wild and hitting the F key. You can also create Orders within the camp menu for your tribesmen to gather these items for you. To access the camp menu, hit the TAB button, and select the camp on the map you wish to give an order to. Keep in mind, by giving a camp an order, tribesmen must traverse the map to gather these materials. Ensure your camp has bows and arrows in order for them to gather any relevant animal materials, and to allow them to defend themselves from camps they may wander into, wild animals, or patrols that find them on the road. To keep your tribesmen safe it is recommended to clear an area of its enemy camps before giving camps within it orders. When your tribesmen are killed, you will receive an alert message in the top-right of the screen alerting you to this. It may say tribesmen have been killed, or have vanished.



Health
Health can only be regenerated by consuming consumable items. This can be meat, medicine, crafted potions, or other consumables gathered from settler camps. There is a skill that can be learned that will slowly regenerate your health over a set period of time. Resting, saving, fast traveling, or any other method will not regenerate your health.



Taking Camps and Territory


There are a few things that should be understood before going out in the world and going after camps. You can take one of two strategies, or a mixture of both.

  • Going for kills will be quicker and easier, but will give you bad karma (see karma later in the thread).
  • Going for intimidations will be considerably slower, harder to pull off, but will give you good karma.
  • You could mix the two, going for the easy intimidates, but not hesitating to kill your way out of a situation. Your karma will fluctuate accordingly.

Kills
To get a kill, simply kill the enemy settler.
  • For bows and firearms, aim and fire. Head-shots do the most damage, and some settlers may need many hits to finally go down.
  • If up close, you can use melee (knife already equipped) by left-clicking while facing your opponent.
  • If you have the tomahawk skill you can tomahawk a settler from distance. Don't forget to retrieve the tomahawk.
  • You can sneak into camps and poison foods (if you've crafted poisons) or put gunpowder into a campfire (if you have gunpowder on you). Settlers may die from eating poisoned food and from the impending campfire explosion when they attempt to light it.
  • You receive just over half the possible SP for killing a settler, and receive negative karma.

Intimidation and Interrogation 
To intimidate a settler, requires more work and finesse.
  • Sneak up on a settler (easier at night) by using cover while crouched, and when you get close enough, hit the F key.
  • Once you've grabbed the settler, let him talk to Interrogate him. Once he gives you information, or the words 'He has nothing to say' pop up, you can choose to kill him (left-click), or knock him out (F key).
  • Once the settler is knocked out, hover over him and hold the F key. This will begin the intimidation of the settler. Be wary, as you can't perform other actions until this is complete. If you cancel the intimidation, the settler will wake up and attack you.
  • Once intimidated, settlers will act a little crazy, swat at the air, and wander around until they finally run off. They are not a threat while in this state. Once they run off, you will receive your SP and karma.
  • You receive the full allowed SP and karma for intimidating, rather than killing, a settler.


Territory


To liberate a territory, simply eliminate all enemy encampments, forts, and prisons within a given territory.

To gain control of a territory, first you must liberate the territory, then assume control either by having a tribe already located within the territory, or by settling tribesmen from an existing camp.

You can view progress of territory expansion above the map. There is a bar with a percentage for you and the enemy.






Karma System
The Karma system is a major element of gameplay. It is directly impacted by the choices you make, and has a direct impact on how the settlers respond in your world. There are essentially three states of Karma: good (blue), neutral (gray), and bad (red). You can view the status of your karma by hitting Tab and looking at the 4 dots to the left and right of your name. They start out gray, and will slowly fill or deplete from 1-4 red or blue dots.



Affects of Blue karma:
  • Sneaking is easier. You are slightly harder to detect (no one is looking for you).
  • Better deals possible at trading posts.
  • More warriors from the outer lands will join you freely.
  • Enemy expansion is slower.
  • Your gameplay is usually slower as maintaining this level of karma requires a slower pace of play to maintain (for some).

Affects of Red karma:
  • Sneaking is harder. You have a reputation and the enemy is already looking out for you.
  • More warriors can be freed from prisons.
  • Rumored to get better loot (unconfirmed).
  • Enemy expansion is more aggressive.
  • Quicker gameplay, as you do not have to slow yourself to maintain a karma level.




Skills
Skills are a way the game lets you spend your earned Skill Points to advance your character. While the game does not have a typical leveling system, the skills able to be learned do give your character an edge in certain aspects of the game. To access the Skill Menu, hit TAB and select it from the available menus.


There are four skill fields available, allowing you to hone your warrior's skills in a selected area.
  • Warrior - These skills are for killing enemies quicker, and withstanding their attacks for longer. Usually ideal for a 'red karma' game.
  • Scout - These skills grant you additional benefits to sneaking and intimidating. Usually ideal for a 'blue karma' game.
  • Chief - The most important skills for a long-term game. These skills allow your tribesmen to gather additional items and at a quicker pace. 
  • Hunter - These skills will grant you the ability to collect more items from hunted animals.



Other Useful Information
Saving - You can save the game two ways. By accessing the menu (ESC) and Save and Exiting, or by saving in a camp or outpost. You cannot save while in combat or while interacting (riding a horse).

Save in camps and outposts by holding F on the campfire. Saving in camp advances the game roughly 12 hours and does nothing else.

Save in-game time by Save/Exiting and logging back in. Saving in camp allows the enemy to advance within those 12 hours.



NOTE: If you exit the game or the game crashes while in a saving or loading screen, your savegame may become corrupted.

Wildlife - Wildlife can be used to gather important items to progress your camps, but can also grant you Skill Points. Animals that grant you skill points upon killing them:
  • Bears (100 SP)
  • Wolves (25 SP)
  • Boars (15 SP)





Please feel free to provide comments and recommendations on this guide. If there is anything unclear, wrong, or has changed in the game, please let me know. If there is additional functionality or gameplay I have not included, please let me know and I will work on adding it.




Special thanks to Pach and Vex for their contributions to this guide. Be sure to thank them if you see them in-game.



This guide created by Aeowulf of https://aeowulf.com - You do not have my permission to redistribute or host this on other websites not associated with Aeowulf or This Land is My Land. Aeowulf has no association with the developers of the game. This guide is not official documentation.
#2
Advanced Strategies



Prisons

Prisons are enemy outposts that keep captured tribesmen imprisoned. Once you've taken a prison, you can then free prisoners and take all of the loot for yourself. The advanced strategy comes into play by:
  • Eliminate all but one enemy in a prison.
  • Stun the last remaining enemy guard.
  • Free all of the prisoners and loot what you can.
  • The prison will fill up with more prisoners over time, as well as loot, but not guards.
  • Return to the prison and stun the lone guard.
  • Repeat.



Upgrading Camps

Upgrading camps can be tedious and time-consuming. Depending on the level you are upgrading too, you may just need wood and rope, or you may need buffalo pelt, stag pelt, and buffalo horn for example. If you have enough materials stockpiled in your main camp, you can make upgrades much quicker by transferring all required materials at once, and then upgrading the camp as needed or all at once. This is doable over time through orders at other camps, trading, or via mail. To upgrade a camp from the lowest level to the highest level all at once requires all of the following materials:
  • 45 buffalo pelt
  • 35 stag pelt
  • 25 buffalo horn
  • 25 rope
  • 20 boar tusk
  • 15 bear pelt
  • 10 wood
  • 10 boar pelt
  • 10 sinew
  • 10 stag horn
  • 10 bear claw
  • 5 wolf pelt




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