I’m so glad you’re taking a bit more time to get the official release right. I would consider Crate a model for how early access should be done. I was hoping to play 1.0 over the summer break, but I’d much rather focus on other games and hobbies knowing that you’re working in good faith.
The tech tree sounds like it will really transform the game from a relatively simple sandbox into something much more dynamic - almost a new game. I can’t wait, except that I really can and will. Thank you for your openness, integrity, and commitment to quality. Your work really demonstrates the value of letting people who love playing games not only make them, but also make the Very Big Decisions about making games as a business. I hope you have a great official launch.
Thank you Crate for taking the time to release a polished gem of a game and not rush it along to release (as much as I long for 1.0, day and night!). Always blown away at your ambition and capacity to pack in moar without compromising the qualities that make FF great.
Just make the first DLC water-themed (trading ships, fishing boats, docks, quays, rivers, water mills, coastal maps, island maps) and my life is yours!!!
Is there a chance that perhaps we can see an interactive Tech Tree map before it gets finalised? I’d love to be able to explore it, along with a hint of how many nodes we’d potentially be able to unlock within each town centre tier, and get an idea of how it’ll play out
If you guys want a suggestion on possible nerfs that might make it more realistic but not crippling, let there impacts to the orchards after harsh winters, and droughts. I have grown fruit trees for about 10 years and sadly I had to cut down a few this year that had died, probably as a result of three very cold winters. I also didn’t water them in the winter enough. As for Nerfs, some long blizzard or drought events can both trigger a % of trees to die and have no crop or reduced crop for a season. It happens to us all. It would not make the game too hard since fruit spoils and nobody can make enough glass to preserve everything. I only suggest this to make up for other changes that make the game too easy. And for GOODNESS SAKE, make it so laborers will cut thickets and rose bushes!! (preferraby without requiring a 10:1 laborer to non-laborer population) Or get Work Camps to cut rose bushes and thickets please.
So, where is that posting saying “v1.0 playtest coming next week”? Cant really wait any more, hell its about time Dont wait too long, or the v1.0 playtest will hit when we have to leave for weeks for our main holiday travels…
Concerning bridges, start out with wooden ones please, stone has got to be the upgrade. And as we get bridges, do we get boats or rafts right away as well, for fishermen, log transport and the like?
I’m about to pick up the game today! Love city builders, and LOVED Grim Dawn, so I have no doubt this will be an amazing week of diving into Farthest Frontier from a great set of developers.
That said…I haven’t played the game yet, however, the military monument should have a different bonus. The other two bring benefits to a city, but the military one just brings more war? Wouldn’t it be better if it gave combat bonuses or unique opportunities, or something besides endless combat? Perhaps faster training, special defenses, etc? I mean, sure, have it bring tougher enemies…but not JUST that…
The idea is that, by reaching that monument, you have an impenetrable fortress of a city and you want to test it as endlessly as possible, rather than waiting a few years between raids. I view the monuments as the victory condition and what follows as (Don’t hate on me) “One More Turn.”
PS: It is a great city-builder and keeping it defended adds to the challenge but some runs, you just want the combat. Some runs, you may want “Pacifist Mode”.
All I know is, that this is going to be the first time in 30 some saves that I’m going to be playing on just vanilla. Not quite sure I’m going to remember how!