Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
In Necesse a playthrough would be Terraria-style: kill all the bosses while upgrading your gear and items in their respective stages.
Your settlements really have only 2 uses: gather some crafting ingredients that you don't want to be bothered with and provide a safe spot to craft your gear + potion/food.
So all the villagers need is a work order and a drop-off point, like it is now. With that set up in a convenient way, a settlement becomes somewhat of a "quality of life" thing because you won't have to gather certain items over and over again before crafting.
Here is what my loop per boss is:
- Explore new dungeon/area for new resources
- Check what the new resources are used for and what I am missing
- Fix supply chain for missing resources in settlement
- Go catch some fish in other biomes because I'm NOT going to create a settlement just for a single angler who will get raided to death anyway.
- Craft new gear/potions/food
- Kill boss several times
- Check what post-boss goodies there are to craft
- get new quest
Everything else is just beautification for no apparent reason. I can build a wall around the settlement with a single entry point to fix raids, or just deal with them myself in under 5 min.
You are right, they are nothing more than drones (except for the Explorer I guess). But I wouldn't expect anything complex like Rimworld. In Terraria it's also pretty limited to "I wanne be within 30 blocks of the Dryad and in a forest biome" or similar.
I'm sure there are plans for more intricate biomes and settlement things, but the game IS an action packed boss fighting exploration game first and a "quality of life" settlement builder second as it stands.
More decoration elements would maybe motivate me a bit more to build a nice settlement and not a labor camp.
I'm personally a fan of this type of progression, and I look forward to any new content that is to come. I'm convinced it will be fun!
I am wondering if the terraria progression is the end-all of the game, since on the store page "more advanced settlements" are among the future things planned for the game and there's a lot of seemingly placeholder mechanics that could be expanded upon (meal & area restrictions, room requirements, etc. In Rimworld I can torture prisoners with these things! No such luck here...). I see no reason why this game couldn't one day evolve into something that is more complicated than Terraria when half of its core concept is a game that functioned as a simplified version of Dwarf Fortress.
There's a lot of potential to get things like production chains and caravans going. So you could automate that scenario you talked about of fishing in different biomes without having to make a dummy settlement. Or have different settlements share resources (think Fallout 4's Supply Lines)
Really, the possibilities are endless. And best of all, anyone could play the way they wanted. Limiting things to one progression loop where half of the game is overly simple would be... tame.
Let's hope so!
For truly endless possibilities we need a strong modding community though. Think Sim Settlements for Fallout 4, to continue your example. Or the Frackin' Universe mod for Starbound. Just a few examples of mods that basically changed the entire game.
I would love to see this game take all the directions possible: more bosses, moaar items, moaarrrr settlementz, mooaaarrrr EVERYTHING (but probably lower FPS cause of the mods).
2 no i dont want food to spoil too fast that would too negativity impact the exploration fighting aspects of the game but yes having biome effects like increased health drain in the desert, reduced move speed in snow to go with the slippery ice in snow biome and something else for the swamp biome and havjng to use a trinket or utility trinket to over come it would be fun make you think more about what gear u have
3 yeah mood is too easy atm big room with stuff and minimum food easy happiness i think there needs to be a negative for small rooms no stuff the food bonuses are good where they are this would all balance out as you grow because you get bonus happiness with small numbers of villagers
4 ive never had a problem but i can see the use of it
5 walls all have the same hp higher lvl stuff just requires a certain lvl of tool to break it and i dont understand the difference between wall and fence just if you use a fence it wont count as a house and villagers wont like it
I would prefer that settlements stay rather simple as they are now but with more 'jobs.' Like raising monsters who can become summons for you, working on your blueprints / gathering materials for them / building copies of them, or managing your tavern. Also taverns would need to exist for that last one.
its also where you got your personal squad of pawns-ready-to-fight-to-the-death
i just spent a weekend designing a lava surrounded city spanning one full sized map (with a farming quarter, animal keeping quarter, professional craftsman quarter and my squad ready room + warehouses, rivers (for ducks) gardens and defensive grid, even a few fallback positions - with extra walls and autoturrets at x5 the tick speed (see my other post) in case the later game raids become harder and whatnot) and its still not done.
i havent encountered any hard time with knowing where's my inventory at because of the auto-use from nearby storage.
If you really want to nitpick, name your storage boxes, you can see it on hover
Official Wiki :
Raids will take place occasionally after dusk. They will not occur if the settlement has less than 3 settlers.
Little settlements with 2 settlers are very good even managed by 1 settler (because Elder come first and can't do nothing).
Settlements with only 2 settlers won't be raided.
For example just 1 angler + elder settlement you can get all fishes.
My angler do farming wheat/crafting his food/woodcutting/hauling/fishing
I don't need to assist him.
With teleporter later, you can come fast take stored fishes.
Multiple little settlements help to have wanted settler for you main settlement because you can recruit settler and send him/her in another settlement.
You can create as many 2 settlers only settlements you want without being raided.