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Ein Übersetzungsproblem melden
1: For most experience trees, instead of exp increase perks which take up valuable perk points, replace it with a chance to create a masterwork item (increased durability for better sell value or usage).
2: There seems to be a strange bug with refilling buckets at the well. I made 10 new buckets and had one bucket at 50% durability in storage. I refilled 11 buckets all at once at the well (using fast crafting) but all of the buckets suddenly dropped down to 40% durability. Could this be looked at?
Don't think I've seen this posted before but a simple option to eat from straight from storage when looking at it instead of having to take it out then eat it, just a little quality of life feature that might be cool
2. Better rain
3. Wearable hoods
I want also option to disable the stacks with arrows, after the recent update.
Npcs to use the workstations, just like the npc towns,
Connection btw the both maps maybe, trading with villages from the Valley,.I wish to see developlment on the npcs villages on the Valley map. After some years, we help them often with our quests, we can see them progressing too.
Option to terraform the land and remove rocks, and abandoned buildings. Since we can loot them only once, i dont see reason for them to stay on way while we build around them. For example i build on the north island east of Klonica, and its really no way for me to hide the ruined fishing hut there, or near the big rock north of Piastovia, i like that crossroad there, but is bothering to see the abandoned buildings near them.
Crafting boats, and carts, wagons, to actually use them as transportation or for our own fast travel post.
Love this game and i hope everyone has good time in it :)
Also, would be cool to tell your villagers where to store the items they gather instead of it all going to your main storage.. so for example if it can be set to go to the respective buildings that would be cool. Especially since your update that you can use items from that storage without having it on you :)
Would be cool :) thanks for the awesome game and latest updates though! Its looking amazing! Keep it up
Option to choose to remove all visual frame-movement when on a Mount, like when you turn off the Head bobbing when on foot. The Mounts are in all formats and different views unuseable for me since they give me a splitting headache and nausea. Please remove this "head-bobbing" effect when on a mount, or add the option to turn it off. (I've seen more people comment about this that they might like sepperate options for Head-bobbing when mounted, vs. when on foot. I'd be really happy already just to be able to turn it off everywhere)
Love the game <3
I have completed the main quest, many NPCs know this too and have new texts accordingly. I think that would also be useful here with this NPC, even if it's not super important. She is currently complaining about the castellan, who is no longer there.
https://steamcommunity.com/sharedfiles/filedetails/?id=3424728987
The versions for which planks are needed could be unlocked once you have built a lumberjack hut or bought planks? Maybe a tutorial note is enough. It's just a matter of new players not starting to build something that they can't finish at the time.
- Please, fix the pathfinding of the animals. Current Version in the Beta Branch 2.3.0.3
Animals like horses, piks, sheaps, cows are unable to leave their stables completly OR stand directly in front of the stables. It looks like they have problems to handle oblique exits or one animal stand in the way for the others for pigs as example, so no animals can leave the building OR when they leave the stables they often stand just in front of the entries.
- "Natural Behavior" would and/or a wider range in front of the stables would be much more
immersive and put more sense to build compounds
Thank you for this endless support for this game. Keep going ;-)
Ein Dorfbewohner klagt oft darüber dass er sich mit seinen Zahnschmerzen nicht zum Schmied traut, vielleicht wäre er damit bei einem Bader besser aufgehoben. Der Herbalist könnte aus den schon vorhandenen Kräutern diverse Heilmittel herstellen.
- Krankheiten
Das mittelalterliche Leben war geprägt von Krankheiten. Der Biss eines Tieres verursacht Infektionen, vom Husten bis zur Pest wäre hier vieles denkbar. Der oben genannte Bader will ja auch zu tun haben.
- Überfälle auf das Dorf
Ein wohlhabendes Dorf wird früher oder später zwielichtige Gesellen anlocken. Der Palisadenwall sollte hier mehr als nur Dekoration werden. Ab den dritten Spieljahr könnte ich mir vereinzelte Überfälle oder Diebstähle im Dorf vorstellen.
- Kleidung für die Dorfbewohner
Kleidung stellen wir nur zum eigenen Verbrauch oder zum Verkauf her, dabei wollen sich die Dorfbewohner sicher auch gerne einmal neu einkleiden.
Ist nicht ausreichend Winterkleidung vorhanden sinkt die Arbeitsleistung der Bewohner und der Brennholzverbrauch und wahrscheinlichkeit von Krankheiten steigen.
1. Improve the visual display
A) It's quite strange to see empty warehouses and granaries, despite the fact that my chest will be overflowing with resources. For example, the lumberjack station is visually filled with logs as the chest is filled. It would be quite appropriate to add some sacks, barrels, boxes, baskets to the storage rooms (and for the granary these can be installations or nets with dried meat and fish, shelves with barrels / cauldrons / pots with porridge and chowder). This would clearly indicate that the owner of the settlement is a tough dude and the shelves of his warehouse are bursting with resources.
B) The possibility of placing tables and seats (and indeed any furniture in general - yes, I love Sims) in houses has already been discussed, but nevertheless I must mention it. I was also attracted to the cabinets in the house of the castellan of Piastovia, why not at a higher production level get the opportunity to install such cabinets in houses near empty walls (which could work as storage areas).
C) For some reason, my residents can't use the decor on the Oxbow map (like clotheslines and firewood chopping stations). Perhaps this is some kind of bug, but it's sad to see that the guys from Ostoi or Klonitsa can do this, while mine just sit around the campfire and sweep the floor in their house.
D) By the way, about sweeping the floor. In other settlements, I noticed that one resident was sweeping her yard. There is no concept of a "resident's yard" in the player's village, which is why my husband is sitting in the neighbor's yard in the evening (the scoundrel). Perhaps it is possible to introduce the possibility of marking the yard for a specific house or several houses, so that it is within its borders that residents chop firewood after work, wash clothes, and (suddenly) grow various plants for themselves (like a herbalist in Piastovia). Also, women with children can walk or sit in their yards (otherwise the house is somehow wrong). Plus, when adding furniture to the house, even if they are sitting in the house, why stand there all day.
E) Maybe in the future it will be possible to add new body types. Now all the residents and players are people of average build, but in any village you can find an old grandmother with curvaceous forms or an uncle with a beer belly. There is no lobbying for body positivity, but it is really strange to see slim grannies (like a clothing salesman from Piastovia), whose age is clear only from her description.
F) New hairstyles! So many different cool hairstyles can be added to the game for a variety (at least 3-4, please) for both players and NPCs. By the way, my residents wear very stylish scarves on their heads, I would also like to wear them :)
G) Paved roads. I would really like to add to the game the ability to build stronger roads out of stone to make them look good. There are logs on some sections of the road in Piastovia, which would also look great.
2. New buildings to increase the satisfaction of residents
A) The health care system. Of course, this name is very exaggerated for the Middle Ages, but nevertheless any resident should (sorry for the unpleasant fact) get sick, get injured and poisoned, and receive concomitant treatment. At lower levels of the settlement, we can make various dressings and potions ourselves and bring them to the patient's house, but when the settlement becomes a real city, this task should be shifted to a more competent person - a barber (Sedovin 2.0). The location of the hospital (like that of the same Sedovin, may the gods preserve him) would allow residents to be treated and would increase their loyalty to you. The question arises: who could become such a doctor? A simple herbalist? No, I don't think so. I think there are two possible options here: a simpler one (a random traveler who came to your house personally and asked if you needed an educated person in the village) and a more complex one (adding a new skill to the game - scholarship or something like that, I'll describe this idea below).
B) Religious buildings. These can be full-fledged churches (which does not really fit into the medieval setting), as well as a temple or just a sanctuary. To work in such a building, you need one or more priests (magicians, or call them something else), with the already mentioned skill of learning to write and read sacred books (we are playing in our universe here, so we can come up with our own religious rules). Once a season, residents would visit a sacred place and this would affect their satisfaction in faith, and maybe even give a daily increase in work efficiency. Here it is impossible not to mention the possibility of introducing holiday events, marriage blessings, rituals of summoning rain and increasing harvest, commemoration of the dead, and so on. It would add to the life of our gaming village.
C) A sauna (łaźnia). Overall, the idea of transferring your character's needs to all the villagers is very good. Just like our character, the villagers need water, food, and warmth (consuming firewood), but we miss the fact that only we can walk around the village dirty, and our residents are clean by default. Is it convenient? Maybe. Realistic? Hardly. So why not add a sauna to the game, where residents would go at least once a season to maintain hygiene? This would increase the loyalty and comfort of living in the village. In addition, it would be possible to add resource consumption to this building, in particular, buckets of water and firewood to heat it. Our character could also go there and get high on improving hygiene by sitting on a shelf. Anything is better than bathing in a basin.
3. New products and resources
In the later stages of the game, when all the buildings are already available and built, there are clearly not enough new products. "But what should I add to the game?" - you may ask. But here's the thing:
A) There is definitely not enough kvass from drinks, it can definitely be produced in a tavern. And it would also be possible to make grape wine: + vegetable culture, + (possibly) a new winery building, + new products (wine of different types), although the wine may not suit the game according to the internal lore.
B) Among the dishes, pickles (vegetables + salt) and sweet canned food (jams, etc.) from berries and fruits (is it possible to add a new crop - sugar beet?), as well as sauerkraut (kapusta kiszona). By the way, pickles could have a longer shelf life.
C) Coal. Coal mining can be carried out at later stages of the game, as a transition to a new type of fuel. Coal can be extracted either through a mine or by burning logs in coal furnaces (+ a new building from the mining category).
D) Bricks. We have a lot of clay. If all the houses are already insulated, and there is nowhere to put beer bottles, clay can be used to create a new building material - bricks. + a new building (which is worth thinking about). This way, the houses will become even warmer and more beautiful, and you will still be able to insulate them with limestone.
E) Sand. Have you ever wondered how cool a house without windows looks? Even shutters don't always help, and in winter they can't be kept open during the day - it's cold, close them - there won't be any light in the house. Science is developing, there may be more technologies, so why not make glass production possible? These are: windows/glass containers, new potion bottles, lampshades, decor. + new building: glass workshop. Sand mining can be carried out through the diggers' hut, and they themselves can mine it in piles on the banks of rivers. For realism, it would be possible to complicate glass production so much that not every home could afford such a luxury.
F) In general, new technological chains can be added, focusing on the goods that the gift merchant sells. Paper production would make it possible to make fans or books. The bones resource would allow us to make improved weapons, home decor, or amulets. Etc.