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I just played on the EASIEST default settings in order to get a feel of the new changes for the first time since the last big update. I had i think 6 adults, and 3 students, mostly wand tier 2 if it gives a sense of how long i'd been at things. I rage quit a few days ago so the details are fuzzy...
Suddenly i keep getting recurring notifications that my staff are at their breaking points, but not for super long, maybe a few minutes on 2x speed. Then it'd go away and a different staff would break then maybe go back to the first one... at one point i think i had 4 at one time...
...I thought i was on easy mode to avoid this... but i didn't micromanage the settings, so i did my utmost to ensure the staff had at least shared bedrooms because i didn't have the fancy beds unlocked yet to bother with private rooms, the students had a common room and there was a conservatory.... i picked my battles so no one ever died, i ensured no one was "left out" whenever possible, and everyone was well fed twice a day.... If anything storage space is harder to manage than food on easy... and while all they had was the gramaphone thing everyone had 3 hours of rec time the lazy bastards....
So whats up with the mental state and/or enforced teacher/student balancing on EASY MODE?! Sheesh. Students still seem downright pointless to me outside of tending the animals, the rituals requiring them, and thier potential once promoted. The midrange acolytes or whatever seem like something thats for end game numbers because they need similar element tutors and then locks those adults to teaching instead of working... meh.
If you want to have more staff, you need private bedrooms, conservatory, better food and proper schedules (because buffs are temporary). And you need to plan the relative locations of those rooms otherwise your pawns will spend 80% just running between rooms.
You can avoid all that if you just keep 2 starting mages (or rotate them). But that will turn your development into a slog and you probably won't be able to deal with negative events like cursed mana lanterns or storms.
To be honest, without the Discordance there would be zero need to even research half of the tech tree. A lot of research is focused on getting more luxury or resources to build rooms which give you morale bonuses or food that does the same.
Morale management seems to be a major part of this game.
It also gave me an incentive to create a painting and a sculpting room. More paintings and sculptures made getting luxury high a lot easier.
Quirks I both like and hate. I'm playing on an older save, so I'm not sure how they manifest at earlier stages in the game. I like the idea of quirks, and some of them are great/manageable. But people requiring 50+ luxury rooms must be killer early game if that comes up then.
Again. there's not a reasonable way to get the buffs back after -60 unversal debuff. frankly i think it would be fun to turn it on and off. like creative mode you get slower drops or less high end materials or whatever - but seriously... the -60 debuff is not fun and killed half my staff that took 2 days (real human time) to train and hire... that's... not cool...
But how to paint now?
You need an easel, and you need to be able to promote a student to an Apprentice (and train them afterwards). Only Apprentices can paint or sculpt in the current version.
Apart from lowering the debuff we should have MORE TIME before the mages go on a rampage.
Yea I'm really trying to enjoy the game and I enjoy combat the most, but the amount of obnoxious micromanagement on just hiring good staff alone is just so tedious. Some people might enjoy tedious micromanagement, like people who enjoyed Oxygen Not Included, but I was hoping for a more chill experience than that one with a focus on some Mage Combat.
Sadly the Underschool is just really bland combat and the Fog Combat just shows up out of nowhere giving you no time to prep for it.