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Nahlásit problém s překladem
Lizards give everyone a bonus to resolve.
Harpies give everyone +5 carrying capacity.
(Beavers are kinda OP, but I always have either a harpy or a lizard on fire-duty for this reason)
I feel you on blueprint bloat though, even with rerolls it can be hard to get something you need even if several buildings will address that need.
You start already with 3 blueprints... But you don't know yet what you will need.
Before chosing anything, you need to have goals and you don't come by them easily, you need time to pass.
And sometimes you're tempted to chose something just randomly because you hope the next technology unlock will be eventually be the right one.
Farming and mining is the biggest problem because you never know if you will get any of those ressources in the glades. (my current game doesn't have any fertile soil it seems)
Right now, I can't play with Lizards, they're a pain in my ***, they want jobs related to hunting and anything related to meat but I rarely encounter anything really needing them.
When I put them in anything else, they often leave or die because of their resolve.
There are two obvious possible solutions to this. Either 1: Increase the number of camps and make them gather different combination of resources, such that each resource can be gathered by at least two different camp. Or 2: add a "base" camp that can gather every resource at low efficiency and is an essential blueprint, and make every other camp non-essential (but available at load out, or add an extra blueprint roll at the start).
More radically, the blueprint RNG could be made biased in the player's favour. The more of a resource node you've discovered, the more likely it should be that you'll see the blueprint to gather it. Similarly for production buildings, if I'm sitting on a pile of flour, make a bakery more likely to be rolled. Or if I have a mine and tons of copper ore, make a smelter come up more often. Also the converse, make it less likely for the player to see the temple blueprint if they have no scrolls or incense, or the blueprints to even make either of those. Blueprint rolls could also be biased towards the races that you have the most of in the settlement.
None of these effects need be so strong as to be deterministic; but part of the uniqueness of Against The Storm is that you don't make every resource in every settlement, and instead you pick a synergistic few that fit the current situation. The RNG should offer the player some uncertainty as to how to do that, but not make it downright impossible.
The only one that are very annoying to keep around is harpies, but they are very good at mid game repu farming and some of the 10% proc.
Lizards have low resolve but unless you go for pickle goods, you can always find a food/fuel building they are happy with(+5 resolve), Grill and Smokehouse are double proc(+5 resolve AND +10% proc). Plus they are best favor juggling target.
This is why at higher difficulty people favors Lizard/Harpies more, 18 repu requirement means you needs either have tool production up very quick or you need good amount of resolve to play the long game. Beavers gets less and less love there. and Humans, well they are everyone's favorite punch bag.
But I have changed my opinion on the lizards. Their resilience means that they never break during storms, which makes them better than I thought. They can go to -10 and still not break in the duration of one. Although that may change at prestige 15 with double duration storms.
On lower difficulties (veteran and below) beavers and humans feel more impactful as they manifest in early game resources (food/wood) which might well win you the game by fulfilling orders as hostility/resolve wont become that much of an issue that you really need to go for services/complex food as badly.
On higher difficulties not only that becomes much more important much earlier, you also cannot always go for those long farming production chains (as they always need to produce flour as an additional step), as you will need other buildings first. Additionally farming requires workers to be in the farm near constantly which allows for less flexibility. On higher difficulty levels you often cannot accept any caravan of newcomers and therefore you don’t have an abundance of workforce.
Also, as there are fewer orders you almost always have to win via resolve and with beavers and humans that is way harder.
Each time I was just hoping for a ranch, or a map with enough meat and a way to get the trapper. One map just straight up never gave me either. The start of each of these games was a struggle, and I lost a few harpies along the way. Then one map I got both and flew through it much more easily.
When things work, they work, and it's a lovely settlement indeed.
But then there are those other settlements where you're grinding amber and eyeing impatience while sitting on +1 blueprint to try and afford just one more reroll.
Harpies are definitely delicate little pains, but they're good for the raindew to condensed dew to simple tools chain, and generally that keeps them happy enough in the midgame for me to only lose one or two during storms. The rain collectors order pops up often enough to be helpful there.
that said... yes there's an oddly large amount of blueprints that can cause issues. races are fine from my experience. harpies are kinda useless yeah but they're a lesser lizard for me... i get TONS of reputation from lizards, they're how i gotten a few of the "win before year x" achievements. ...and they enjoy food production buildings so its kind of a default win...
on other hand, dwarves... nope too deep requirements to make them happy... i don't see how people even use them for that. the resource doubling is for wood... unless you had aweful luck (which is fair) on blueprints, you'd never have wood issues even without dwarves. back to harpies... i never needed alchemy based buildings so... *shrug*
despite mixed praise, my last run did have an oops... impatience wasn't growing due to a "helpful" modifier to the run. impatience helps reduce hostility so i did run risk before i spammed traders (and actually extra used fuel for once)
I agree completely about the camps--there are too many different ones, and not having a specific one can leave you staring at a map full of resources with no way to collect them. Why not amalgamate some of them? Surely we don't need a separate camp for gathering flax/reeds; the foragers could do that. For that matter, the scavengers could collect meat and insects. And it would definitely be better to have them available as essential buildings.
(By the way, before anyone says it
And for the last place are useles sluts. Their bounuses are late colony stage only, they work poor and require so much to be satisfied, that rule "bros before ♥♥♥♥♥♥" became mandatory. I HATE them! I hate maps where they are put into your colony! I hate when there is no "cannibalism" and "devil pact" on first two days, cos on day 3 they already will start leaving! They are so ♥♥♥♥♥♥♥ bad even on 2-nd difficulty, that on hard+ i even do not try to manage them! They need buff and BIG one!