The State of Early Access - Update #02

The game need better translation for brasil - portugues, some things is not good!

Very excited for the next update.

Funny enough, one time, a guard went crazy and start to kill every citizen in town, he just won’t stop… It takes me a couple dead before I realize that I just have to order the other guards to kill that crazy one… I don’t know if that is specifically coded that way, but it was a surprise. That is some RNG things like that I would like to experience more in the game.

Good work guys!

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Building Helper mod does the job!

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Any villager can get drunk and attack when they’re unhappy, an armed villager can kill. If it’s a soldier you can throw the battle flag down and your drunk soldier will rally at that point and stop his drunken spree. Others need to be handled as you suggest, by using other armed villagers. However, a simpler solution is to pay attention to your towns happy status and restrict drinking when they become overly unhappy, such as after a lot of villagers die in a battle.

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@Zantai
Could you tell us what the cow nerf entails? Less meat per cow, less milk, more time to slaughter, less offspring, more fodder in winter needed? Were-cows that sometimes turn into bears in a dark winter night? :smiley:

Love that you’re not only thinking of keeping up the difficulty for the more experienced players (as well as offering easier options and a tutorial) - but you’re rebalancing the economic side of things as well, not just raider difficulty!
With grocers finally working, better villager AI, better flatten, more compost production, the option to graze your cows on your fields regardless of what crop you’re growing and more manageable entertainment, I’m still afraid the economy and managing side of the game will become even easier, though.

Maybe there could be a difficulty setting to have field fertility drop faster the higher the fertility currently is (instead of the opposite)? And maybe make compost drops relative to field size?
And maybe a way for the tradepost not to shower the player in gold once you’ve reached mid-game… though that might require a bigger change.

I’d love to see ways to increase eco difficulty in mid- to late-game, not just early-game. Hit me with those plagues, crop diseases and harsh winters! :wink: Make me actually need to reduce food spoilage for those tougher years in between!

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A post was split to a new topic: What I suggest

Amazing stuff to come!! Do you ever consider to let us (the users) to set the prices ourselves in the trading post for the merchandise we sell?

I don’t mind that planting the ornamental trees costs gold and worker labor, but it is annoying that I have to keep replanting them over and over. For the sake of balance, maybe split the Work Camp into two buildings - a Forester’s Camp and a Quarry. The Quarry would target harvesting stone from an area (but I think there would need to be more concentrated areas of stone deposits to make this really worthwhile on many maps.

The Forester’s Camp could require gold upkeep per worker to reflect the investment in conserving the logging area. Also increase the area worked per worker, and have the workers re-forest the area as they work so that an area continues to grow sustainably. If you want to clear-cut an area without regard for re-growing it just to gather the wood, you can always just harvest it, and what grows back grows back. For instance, maybe if you have a single forester working, they can manage an area in a 4-map-square radius. Add a worker, and they can maintain a 6-square radius. Add a third, and it’s an 8-square radius, and so on, up to 6 workers. (Or however the math makes sense).

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I find that works better than the work camp, in part because a work camp requires a wagon master to supply it.

Works till some point, later they just dont re-grow fast enough to keep up with your usage and you have to do the tedious planting of approx 100 bloody oaks per year.

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Welcome to the forum. :slightly_smiling_face:

Devs are already looking at mining/forestry side of things.

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Graveyards can be considered as Holy Grounds. I think it’s normal not to be able to move them. On the other hand, being able to extend or reduce them (if there are still free places) seems to me a good compromise.

Hope this is made available. I suffer every time I check if my buildings are in order and producing correctly.

Oh damn I seriously need to start from a new after this update :smiley: Not because its required but because it sounds appealing after all this :sweat_smile:

Is there any information regarding the update?
It became really stale, I need something new :’)

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Welcome to the forum. :slightly_smiling_face:

Hi, great there is a new update coming!

I hope my one annoying issue I gets solved, since I can’t get into the game properly yet. Every time I save but one game, it’s impossible to reload it. Only removing the saves manually in the /saves dir in My Docs solves it, but that means restarting every time. A shame because what I’ve seen in the couple of hours was fun.

Best,

P

Hello there,

i am wondering when the patch comes?
Its nice that you provide a letter of what you plan to add in future. But more importend are faster patches and more communication.
If you have a new feature, please patch it directly.
This waiting without a clearly date sucks.

I have nothing read regading sattelite towns? Nothing about better logistics. If u not add a service that peovide the opputunity to move wares from a to b - something like routes in anno - you missed to adress the worst part of this wonderful game.

Thanks for reading

Regards

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Crate have already stated in the opening post that they expect the patch to go into testing this month with full release some time in Novmeber. They’re not going to give you a hard and fast date, i.e. 12th November for example, for full release because they may not be able to make that date depending on how testing goes.

Suggestions for other towns, better logistics, etc, have been made. Whether Crate decide to include those we have to wait and see.

This game does not need satellite towns. Manor Lords is that kind of game which was demo in Steam Next fest but this games purpose is to set up a village and have sites for gathering stuff to be imported to the main village not to set up multiple villages all over map. Or that’s at least how I see it.

Manor Lords seemed promising in its demo and as does this in this EA access but they can’t strive to other things which make them unique in their way.

EDit: Also you are demanding way too much for setting up an exact date to when of release. A month to which the release will happen is more than enough. Don’t make unnecessary pressure for the Devs just because you want things to perfectly, stuff does not work it needs to be fixed so patches get delayed if they would set up a exact date. Nothing is certain so demanding the Devs to put exact dates is just simply selfish.

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