Unclaimed World

Unclaimed World

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Working on: New scenario. Colonists leaving. Crops regrowing.
Hi - these are the things that we're putting together for the upcoming build 0.6.0.0:

NEW SCENARIO///////////////////////////////
The new scenario will be focused on trade and will introduce rubber production. The player is tasked with developing a small village which is competing with the neighbor towns. To earn money, the villagers plan to start harvesting sap from the nearby swamp and export rubber products. They will need to invite a family of chemists and buy the necessary machinery for building a 'polymer workshop'. Sulfur is needed for vulcanizing the rubber, and this material needs to be imported.
See Image
The player will be guided with a small tutorial in the beginning. However, this scenario is designed so that you can play it any way you like. If you find a better way to reach the objective (a high population and conditions that match the neighbor town) you are free to do it that way.
(To read more about our ideas for this scenario see this thread )

EMIGRATION - GROUP MEETINGS///////////////////////////////
Emigration is another word for 'people leaving'. We will introduce this system in the next version, thereby adding a strong incentive for you to keep colonists happy:
If people are unhappy, they will first arrange a meeting and try to convince the other colonists (that means you) that some aspect of the colony needs to be improved. The meeting consists of a screen where all colony members are expressing their particular grievances, whether it's the food, security or comfort. The unhappiest ones will mention that they are ready to leave and will found a new camp in the wilderness if things don't improve.

We are currently balancing this system. It's important that the player has some chance to react before the members pack their things. We're looking forward to getting this in, because it seems a lot more realistic than people staying put until they die from starvation, for example. And the group meeting can function as a guide for players so that they can more easily prioritize. We will later expand on this system to show that group decisions have different effects on different personalities.

Crops regrowing
We have added a system that allows fruits, branches and other resources on trees and bushes to regrow, thereby adding more realism and gameplay. Some resources will replenish several times a year, such as saps and resins.

Alcohol/stimulants
Settlers can now produce their own alcohol, either by fermenting crystal berries to make a simple wine or by further distilling the wine into brandy, using a new structure, the still. Access to alcohol and stimulants such as coffee and the 'sprite slug' will increase the comfort rating of the colony. Not only housing is important for the comfort of a settlement.
Naposledy upravil Refactored Games; 24. bře. 2016 v 4.56
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We are now done with balancing the new scenario and the emigration events. We've given farming an overhaul so that it's easier to build up a large food stockpile (necessary for raising your Food conditions).
Currently focusing on the remaining writing, QA and interface improvements. We've named the new scenario 'Making Headway' because it's all about developing the little town which is called 'Headway' so that they can match the living conditions of the neighbor town 'Eden Plains'.

I've uploaded new screenshots to the Steam gallery, I'll just give you some links here:
screenshot 1
screenshot 2

We would like to get the new update with this scenario out before long and will probably accompany it with a little video.
Naposledy upravil Refactored Games; 8. dub. 2016 v 6.43
The update 0.6.0.0 is now available. Read the feature list here http://steamcommunity.com/games/284100/announcements/detail/934870238997960398

And watch the showcase video here: https://youtu.be/s9335SOelj4
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