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You can just turn off the bad tides in the options and handle the permanent ones as resource nodes.
Adjust, and make yer glass half full again, it's our main skill as humans.
Wrong. The update can be redeemed but discourse must be had to find the best solution. Ignoring a hole in the hull of a ship, wont stop it from sinking.
I want that to be an actual option, no editing or custom difficulties required, just select "No bad water/tides. I am enjoying most aspects of the update I just think it needs to be reworked
turn feature off
>I dont want to turn feature off, I want to be angry about feature
Then I played it for a few hours - all that's happened is I've had to change my strategic approach. I'm still working on my map, but I'm now on a path to start terraforming and changing the course of the flows of water - toxic and nontoxic.
I've come to the realization that I can still accomplish my usual goals, but I'm having to rethink my strategies. Ultimately, I don't mind this. In my opinion, it keeps the game fresh. I suspect if all they'd given us was just playhouses and hammocks, folks would be running around decrying we're only getting aesthetic updates and "the game's gone stale".
I guess I understand an option to turn badtides on/off - for the longest time I only played folktails in the game because I didn't care for the kind of strategic build choices I had to make with ironteeth. Now, I love them both equally. I guess if you come to Timberborn just to build a "Beaver Utopia", then you should. I would argue you could still do that, but in order to achieve Nirvana, you need to terraform hell first :P
I am enjoying this game less now.
Badwater is an ingredient into recipes. If you remove it from the map completely, you are blocking Explosives, Dirt, and Agora (plus some faction specific stuff)
that's solved easily enough by making disabled badwater sources still have badwater on them, just not flow outwards.
though it does present a different problem in that ideally turning badwater off means replacing it with regular water. but you get the general idea, just add some sort of non-flowing badwater source that's worse but cheaper than the endgame seal buildings.
every "challange" in the game is just "extra work to be in the same spot" you could be without it
it is a game - that´s all
and it's never been a "fun game" without threats and challenges - and the last ones, from house building to food production, are all much more complicated than they need to be. of course. that's how games are.
The main problem for me is that the bad water does not really offer any new mechanics and doesn't really add much to the game itself in regards to expanding the colony. It's just a danger to it, which is fairly simple to bypass with floodgates.
I hope there will be some automation cause doing it manually is very annoying and i also hope there will be some other uses of the badwater or some other features that actually add extra playing time to the core game, cause after you make enough metal blocks the game is basically over.