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The mechanic is working as intended of course, but I get why that's not everyone's cup of tea.
I feel like you're coming into this expecting Rimworld or DF. This is essentially Harry Potter the game. Where each character is passing on the torch to the next. It would help if you thought of the game like its in a timewarp bubble where time passes much faster. I see so many moments that tell their own story in this, while I rarely (if ever) felt the same in other management games. I think try to go in with a fresh perspective and it might help!
I want an option to evolve my characters and keep them throughout the game. (Unless they die in the dungeon or something)
I think this is valid feedback to the developers. I could totally imagine a system in which at least you can give your existing characters a higher tier wand, without that breaking the game. Hiring a new, gifted student is always going to give you a better result, as you can get more medaillons. But keeping original characters viable a bit longer by giving them a new wand could still work for those players who got attached to their characters.
I agree. Though I feel teachers should be expendable in some way, and have the ability to be killed in combat, or lost to the fog, etc... If they are going the colony sim route, people are going to form little attachments to their colonists.
However, training students into staff is currently the only real reason to have students at all. The scrolls from graduation aren't required in large enough numbers to keep the school in use for more than a few classes. This means any ritual or item required to upgrade a teacher's wand will have to prohibitively expensive to balance it, or the game loses a key game play loop.
The game description says: "[...]Keep everyone alive and content while preparing students to explore the horrors of the Underschool[...]".
This suggests that the teachers are preparing the newcomers for what is to come. This does not mean that you have to throw your teachers away. The opposite is indicated.
Yes death is a mechanic:
"[...]Death is tragic and painful, but the spirits left behind help out in their own unique ways.[...]"
But that is something very differend from not beeing able to keep the teachers I want.
So why should I think this game is not for me?
I don't feel anything I've said contradicts with what you just quoted.
There has probably been a slight misunderstanding here. (Damn the language barrier!)
I didn't think you were saying that the teachers should die. But their death is an option in this game, and that's perfectly fine with me.
What I meant was your statement that this is the wrong game for me. Maybe it is, maybe it isn't. I don't know what direction the game will ultimately take. But in the game description I quoted, there was no indication that the game might not be what I thought it would be. Keeping the teachers didn't seem out of the question in the description. And the ability to customize the teachers to your liking reinforced that assumption. That was my point.
Anyway, we'll see how the game develops, and in time I'll know whether I like it or not. Until then, I'm having a lot of fun building my school. But there are also things I don't like, which I think is fine.
The statues and paintings you can craft actually have a chance of giving you characters from your school. I got so excited when I got one of my Dark Raven Cult teacher. And almost right after got a painting of my retired Fire teacher(The say "statue/portrait of x" when you hover over them. I've also gotten several of my students
But yeah, in general you "graduate" students and "retire" staff, not kill them.