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(Fix attempt for some PCs loading the coat of arms image as black if it was previously created in the UE4 build)
Yes similar, they migrated as expected but the actual deer were in a different position to the new hunting area.
- logging camp, hunting camp is not producing, people just "wait"
hope this helps...
try posting it in the proper bug reports sub-forum. They will not see it here. This is a Announcement sub-forum.
Stable Branch v0.8.024 Bug Reports go here:
https://steamcommunity.com/app/1363080/discussions/2/
Pre-Release Open Beta v0.8.029 bug reports go here:
https://steamcommunity.com/app/1363080/discussions/5/
When I place several small markets around a sprawling town, the granary/storehouse always start by filling nearest market, so I end up with one market full of general goods and another market full of food, depending on which storage building is nearer.
At farms, Ox sometimes plow empty fallow fields even though nothing will be planted there for another year. Also, the Ox seem to always come from oldest hitching posts or stables, which can be long distance on some maps, wasting precious time during harvest season. I built additional stables near my farms, put Ox in them, and yet my farms still pulled Ox from the oldest stables on other side of river. What's point of upgrading farm to have its own stable if Ox don't reside there (yes, I've set the permanent Ox thing on Livestock tab of the farm)?
The "Fence up" feature is good, but sheep don't distribute across the multiple fields. In many cases I have sheep still in pastures even though there are fenced up fallow fields waiting for their dung.
Inns, even fully upgraded, are very slow to provide ale to burgage plots. I have an abundance of ale and told my 2 fully upgraded and staffed inns to overstock, but still struggle to get ale to my dwellings, which in turn makes it impossible to get them to level 3.
The king's tax slowly becomes unmanageable to the point where I no longer have enough cash to hire mercenaries should they be needed. Luckily I have enough militias for now, but looks like I'll go bankrupt soon.
It feels like there's more research points than before, but honestly I'm wondering if the research system should just be scrapped. For example, if I want traps I could just make them at a blacksmith (or whatever) - the downside being reduction in weapon production. Also, I don't see how research can magically make berries or fish double in quantity; it seems unreal compared to the rest of the game's intended realism.
But, in my playstyle, I noticed that I really depend on mules and would really appreciate some look into the perma-following mules bug. Noticed in the forums this is quite an old bug btw.
Still, massive kudos for the awesome game. I love it.
Liar. You should be ashamed of yourself.
"i played this all year ago on xbox, purchased game yesterday and nothing much has changed. Lazy"
1. Complete Lie, "nothing much has changed". Get your eyes checked due, you have to be blind.
2. Lazy? For Fredericks sake, go on, programm, research and design this game yourself if you're so proud of yourself.
3. This thread is for helpful comments. "I'm stupid and I don't care. I don't like this game. Lazy!" <- Thats you, and no you're not helpful.
There's also the long waiting time, yes. The villagers spend 80% of their time waiting. they could be used much more effectively
The player should be able to decide for himself how many players in the camp build a stand and how many get the resources.
In addition, the warehouses always go to the next market even though it has been moved. So it happens all the time that market stalls pile up on top of each other.
I can't distribute them like that