The State of Early Access - Update #02

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 itā€™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 :ā€™)

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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 canā€™t get into the game properly yet. Every time I save but one game, itā€™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 Iā€™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. Theyā€™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 thatā€™s at least how I see it.

Manor Lords seemed promising in its demo and as does this in this EA access but they canā€™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. Donā€™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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I use the pacifist mode (it says so in Japanese) checkbox, I play with colony type city design.
Not eligible? (You donā€™t think so, do you?)

And, as a request to the developer, can we please have ā€œboars, wolves, and bearsā€ when the pacifist mode checkbox is turned on? We donā€™t want human enemies, but we do want to respect the wonders of nature.

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Agree, I asked this too.

nice update but fps still low when over 200 ppl ā€¦

Pastures canā€™t cancel grazing, and this problem bothers me a lot. I like to keep the cows protected and raised in the pasture in the early stage, it is too dangerous to let them out to graze in the early stage

Iā€™ve never had my cattle attacked or stolen by raiders or animals. I have had them wander away and have to be herded back.

Itā€™s so amazing to see so much feedback applied, so quickly. It really feels like the devs play the game and get what weā€™re saying, which is strangely uncommon among other games out there in the genre.

Thereā€™s one thing Iā€™ve keep suggesting as critical feedback though, and it bears repeating, as the one thing I personally think would take FF to a whole new tier:

Each playthrough is far too similar. Village layout, build order, trade strategy, etc. is all basically replicated as exactly as possible (with essentially just cliffs and rocks being obstacles which can just be avoided by starting in a flat area). Any deviation from ideal is purely for aesthetic/fun, which in almost every case is a sacrifice to efficiency, and is virtually always optional.

As it stands, replayability is low for me, even across difficulty levels and biomes. You just do the exact same thing every time, just faster or slower based on how far apart resources happen to be. If the devs/producers want people to keep playing for a long time, I really would like to see some mechanics that force players to adapt in a significant way, map to map, game to game.

2 Likes

Thatā€™s my main concern for the game as well. I hope they address it before release

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The problem is that villagers can become violent when they are happy as well, so this advice doesnā€™t really work, and the inn game advice is flawed. (Typically, I have no unhappy villagers, but I still see the occasional brawl despite this. And yes, every time I have a brawl, I check happiness).