Omg thank you.
@Zantai So incredibly excited for the new decorations! I was wondering if there will be a way to toggle through decorations with multiple random options, such as the small gardens? I end up going into the build UI over and over again clicking the same item until I get two of the same type to place for symmetryâs sake!
Say aluminum. Or ancillary. Please?
Unless Zantai specifically says something will not apply retroactively then you should be fine using your existing saves.
Yeah you still canât walk on the frozen lakes I already thought of that & tried it!
No offense* fixed that for ya
Hello, my english is horrible so I will write on german and hope you have a good translater
Ich bin ein begeisterter Spieler und freue mich riesig auf das Update!
Leider vermisse ich eine Suchfunktion fĂŒr die HĂ€user. Bei ĂŒber 500 Leuten oder auch nach einigen Tagen Spielzeit habe ich keine Ahnung mehr, wo mein Schuster, Korbflechter oder Ă€hnliches steht. Es sollte auch möglich sein von einem Gewerk zum nĂ€chste seiner Art zu kommen.
Itâs great, itâs all real problems that need to be solved, and the game really needs to be new and interesting
Welcome to the game and to the forum.
The F2 key should show building names, but itâs disabled ingame at the moment because of some problems. Having a key to move from one building to the next of the same type has been suggested; whether Crate will include that at some point weâll have to wait and see.
Die F2-Taste sollte die GebĂ€udenamen anzeigen, aber sie ist im Spiel im Moment wegen einiger Probleme deaktiviert. Es wurde vorgeschlagen, eine Taste zu haben, mit der man von einem GebĂ€ude zum nĂ€chsten desselben Typs wechseln kann; ob Crate das irgendwann einbauen wird, mĂŒssen wir abwarten und sehen.
US spelling of offence
I know⊠that was the joke
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 wonât 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 donât 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!
Building Helper mod does the job!
Any villager can get drunk and attack when theyâre unhappy, an armed villager can kill. If itâs 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.
@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?
Love that youâre not only thinking of keeping up the difficulty for the more experienced players (as well as offering easier options and a tutorial) - but youâre 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 youâre growing and more manageable entertainment, Iâm 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 youâve reached mid-game⊠though that might require a bigger change.
Iâd 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! Make me actually need to reduce food spoilage for those tougher years in between!
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 donât 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 Foresterâs 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 Foresterâs 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 itâs an 8-square radius, and so on, up to 6 workers. (Or however the math makes sense).
I find that works better than the work camp, in part because a work camp requires a wagon master to supply it.