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The difficulty slider works of percentages as far as I've noticed.
The room keyword shuffle was always a thing, you can just not choose more types than just normal and random.
New research screen is much better, it also has a search function, which you apparently aren't using?!
Stats is actually a lot better (it shows you more), except relics (only for new players).
Main annoyance I have is with iron being underschool only, ngl. Everything else is just better.
Those options are standard nowadays. tbh all base building games in my library offer those options and to fine tune certain challenges.
The icon in the research screen could be a bit larger but this is just a nice to have.
I doubt new players chose their techs solely on how icons look like but they have to browse all techs anyways. Experienced players know what categories they have to look in or use search function.
I am not sure what stats you need to see to know what characters to chose from.
You won't have the best characters with best stats at the very beginning anyways.
Knowing what are the primary and secondary skill should be sufficient?!
Not all EA players are happy where this game has been going.
Speaking for myself only: I have been keeping up with updates and forum for about 8 months now. I haven't played seriously for 6 of them. I support the devs but for myself I decided to wait it out as the game is changing a lot between updates. It's a personal preference.
For me, I like to have a decent preparation so with each upgrade I want to start a new school. But game (EA that is) has come to a point where restarting is not useful anymore.
It's fine, but this means that now that I do own the game I can start a new school whenever and it's my game to play. So who cares if I start today, yesterday or tomorrow.
I am at the point where I want the game to be finished, and where EA updates are about fine-tuning stuff, not adding more things. But I am a simple player and not a dev. I will come back some day.
I wonder how did you manage that since there is no end-game in this game.
And i was right, there is literally no balance on the hardest difficulty and it's all a big rng fest of restarting and geting the time down, looking at details but it's mostly dumb luck:)
After a few restarts of using the same strategy it worked wich is not the point of difficulty levels.
They should just have 3 balanced difficulties, magic school easy mode, normal mode that is challenging and fun, Hard mode wich is max difficulty but balanced with iron mage and other stuff
I agree, however, that the game difficulty settings are horrible. I really don't like them. As a player I want at most three difficulties: easy, normal, hard. I think it's totally fine to offer easy difficulties for players who just want to build a magical school without too much challenges, while a hard difficulty is always good for players who don't mind to restart many times until they found their perfect strategy. I don't like "advanted difficulty settings" as some games offer them, but if you have stuff like this you should hide it in an advanced settings panel. Every time I start a new game I'm confused which setting I should choose.
About an hour later, after a break, I came back and fixed each of the problems and I felt really good about it. I managed a the crisis but I needed a break before I could face it. At the time, it was overwhelming and I can understand why some folks might want to disable events like the thunderstorm or spectral rifts opening up to make for a more pleasant, stress-free experience. But that's part of the 'fun' for me.
Endgame conditions don't exist yet but an actual endgame is on the roadmap.
https://store.steampowered.com/news/app/1270580/view/4195747069378942127?l=english
I dare say you'll be able to play on after you have defeated the challenge though.
And for the OP, ONI also changed very drastically throughout Early Access. At the start, it was a reasonably chill experience but after the automation update, it stopped appealing so much to me. That happens with EA, particularly with Klei. It's not always a smooth ride and you may end up not liking the way the game is going.
That's said, most of the difficulties come from a lack of explanations. The research tree is so complicated no newcomer understands it. Thunderstorm damage can be prevented by building lightning rods - but you first have to experience what a thunderstorm is before even understanding why lightning rods are important. Spectral croas can be easily prevented by first building a jelly beast and set croa corpse refinement to infinite - easily solved, but you have to know that.
In some way learning these things is part of the fun of the game, but it's a balance act between fun and frustration. What prevented me from playing on high difficulty so far is that the difficulty is not a constant pressure but rather spikes during the game. You can have a relaxed game for hours and then having two mana lanterns appear directly after each other - game over if you haven't prepared anything to boost your staff member convictions.
I don't think that the game is pure RNG - but situations like these can be frustrating if you are not prepared.
Complaining that *checks notes* the game has sliders to let you choose what kind of difficulty you want - including which challenges you want turned on/off at any given time?
You can do better than that, I have faith in you.
I like the hardest difficulty a lot but i am hiting a lot of artificial roadblocks and silly mechanics.
Like: i didnt have enough stone to make a classroom, my student died because i didnt click the "revive ritual", sometimes i couldnt push the fog because the trees didnt grow in time, the combat can be unbalanced because you dont know what to expect.
But i dont think there should be this many options for difficulty, just balance the game in way where all you need to do is chose one of the 3 dificulties and the 4th option is custom