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This would introduce problems like "What if you don't have enough food materials for them to cook" and "Are they going to burn through your food supply if they just make the amount for each villager per day" and this could be addressed by letting the player select how much of whatever dish the cook is supposed to make in the morning so it doesn't just scale to however many villagers you have.
And making it so that if they go a day without being able to make the dish they've been instructed to then they lose devotion as a penalty for the player not keeping up management of the food supply. If it were a building like the missionary then you could assign up to 3 chefs to make different dishes, you only get to have 1 type of dish per cook and it'd make trait hunting a specific type of chef interesting.
The drawback of having it automated would be that sometimes depending on their success rate they'll make a bad dish, so it'll always be quicker and more accurate if the player does it themselves but it would add a layer of automation to make the micromanage less daunting, there are tools the game give you for micromanaging loyalty with an enforcer and cleanliness( to a degree) with the janitor station, so I do wish there was a hunger micromanager besides the farmers for harvesting or just shutting them down for 3 days with the fast ritual
Thanks lol I may need to add it to that suggestion thread I posted earlier lol since cooking management was something I wanted but had forgotten to put in there.
Fast helps for the next 3 days but it would be nice to have something that doesn't keep needing re-doing and if you didn't pick up the fast ritual (don't know why someone wouldn't but if they didn't) then there would be an alternative for managing hunger to a degree so that a player could focus more on the dungeon crawling aspect of the game if they wanted.
Near the endgame one could just straight up stay in the village and manage perpetually if they wanted, getting new followers and food materials using the missionary and using the devotion money to buy seeds if you need. but the same isn't true for the dungeon crawling aspect of the game. your village never becomes self sufficient enough for you to do more than 2 long dungeon runs without beginning to fall apart.
Full agree for the point on how the early game should be stressful a bit. Yeah a chef idea would need to be expensive and late enough that it doesn't break the early game since late game you can have tons of food and cook it perfectly for all the villagers, so it ends up being less of a stressful thing and more of a chore that gets in the way if you wanted to dungeon farm for a while.
yeah that what i thaught too when i saw these 2 doctrines thats why i didnt choose them but atm i play a hard run next will be an easy one i think but it feels like the devs are motivated and i hope that there will be alot of balance patching and new content to get replayability i hopr they throw tonns of doctrines tarot cards and weapons at us because atm its just to less to have the replayability i want to have
i have to say i didnt get the difference between toiletts and janitors isnt the toilett a bad janitor because janitor gets rid of puke too toilets dont do that or am i missing smth?
i have both in my actual playthrough
I think Janitor is for if they throwup and Toilets are for poop but then it overflows if it reaches it's max limit, but if they poop immediately from eating some of the foods then the player has to clean it