Zombie dogs. Just when you think you got them figured out, they go back into deadly ninja mode.
In earlier alphas bears (and sometimes dogs/wolf/dire wolf) would make no noise. They'd spawn in as a horde and you'd never hear them coming.
This was also before the new AI. One of the things that never ceases to surprise is that even after 3k+ hours in this game, sometimes the most
effed up things can happen when the environment and mobs trigger just right.
Speaking of new experiences, I had to throw dynamite at our horde base to make sure that horde couldn't penetrate our door defenses.
We lost a portion of our southern outer defense, but they had a kitten of a time trying to corpse ladder each other to actually get to our inner
defenses. Holes in the ground take less resources to build back up then our entire inside structure. Made the decision easier for me to nuke
it.
This game can sometimes force you into some situations like the zombie dog issue, when you gotta make split second decisions. Its the ones that
make the least sense that force your hand into... interesting and often deadly solutions.
And the heat situation is a complicated one. The math is somewhere here on the forum, but I'm only experientially qualified enough to say
15 torches and two campfires aren't that bad. I would make the move to candles though. Those generate less heat.
In my MP game we have at any given time: 1-4 campfires, 6-8 forges, 4 work stations, 4 cement mixers, and 3 chemistry benches going and it takes
the same amount of time to spawn screamers. Once we learned that, the decision to have more workstations became easier. And if you REALLY
wanted to summon screamers, just lay out 15 fire barrels out in a field somewhere and watch them from a rooftop. This led me to believe that
perhaps the spawn timer has an initial global cooldown.