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The tech tree is largely based on prerequisites: to make nails you need a smithy, but to make a smithy you need planks, which come from a timbery; a timbery needs iron ingots, which come from a bloomery, which requires brick; bricks come from a kiln, which requires charcoal; charcoal comes from a charcoal kiln, which requires clay; you need a hoe to dig clay, and the hoe needs straw, so you need a scythe to cut straw.
Basically, if you just follow the alerts that pop up with a "+" icon on them, you will get the major unlocks. You can then look in the Ideas panel for anything you didn't unlock; if you have the major unlocks, almost everything should be visible.
In time I think all the unlocks will end up on the Wiki, for people who don't want to have to try to find every random last thing.
The possibility of a mode with all unlocks visible, or something along those lines, has been discussed on Discord, but the dev doesn't seem all too keen. In the meantime you can always ask about specific items or unlock strategies, here or on Discord.
I feel like you didn't really take in anything I wrote .
- No where did I state a problem in turning off the tutorial. I am saying it's not a crutch for a bad unlock system.
- I stated when it works it largely is just prerequisites WHICH MEANS IT SHOULDN'T BE THERE. If I NEED ore to craft a nail and NEED a nail to craft a bench (or whatever) then why have them as tech? Just let me craft them instead of making me make 10 when I need 4 just for the sake of having a tech tree and setting arbitrary time gates through the tech tree. And when it DOESN'T WORK... take a look at fur cloak goes directly against what you are saying, there are no pre-requisite materials it's just locked behind stuff you don't need at that point just to make it time consuming.
- Following the alert pop ups is fine except I don't know when anything useful is coming. Rather than building a strategy to get something I want I just follow pop ups. Great stuff A+ game design.
Look I liked SPAZ and SPAZ 2 (I am in the minority on 2) but I am not sure the developer understands game design beyond hitting on gold with SPAZ. This game is less of an free form survival game and more of some sort of paint by numbers with half the numbers and paints hidden until you paint the right spot.
Basically if mod support doesn't end up better than Rimworld while this game does almost nothing better than Rimworld then this is just niche Rimworld. The tech tree "Learn as you Do" system is gimmicky at best and wasted time at worst where focusing on a large intertwined crafting systems with some variation in gameplay paths is far more important in differentiating this game from the slew of other games in the same genre.
Scottish Highlands is already pretty niche and I am not sure beyond kilts what the point of that choice is either.
Ok, fur cloaks unlocking after sack clothing does take some knowledge of real world clothesmaking to be obvious, but on the other paw I am pretty sure that complaints for having to make needles and thread before making either sack clothing or fur clothing would be as loud as complaints for fur unlocking are at the moment... (As it is, sewing simple sacks means that you made the tools to sew).
I've played some colony sims before too, and in most of them the arbitrarily made research requirements to unlock stuff in research trees with knowing the whole tree beforehand is boring.
When it comes to wiki being not good, consider how short time from EA has been. Writing a comprehensive wiki doesn't happen instantly - and with game being made by one single developer, I for one at least prefer getting bugs fixed and new content added instead of getting a polished wiki instructions on everything, or no interesting new stuff being found whilst playing because everything has been explained before I've even played first day of game.
Everyone is entitled to their opinions, but remember that it means that those who disagree with you may be just as right as you are ;)
Fully disagree. Just a few things it does better than Rimworld, with or without mods (certainly without):
- Atmosphere.
- Production chains.
- Colony growth. (Rimworld throws new pawns at you randomly, which is required for its pacing decision of "expendable colonists", but it feels unnatural. Colony growth feels natural here.)
- Survival simulation. Right now the only place Rimworld has it beat is hediffs, which might include sickness simulation, jury's out on that one. Literally every other aspect - in particular, the environmental aspects - Clanfolks take the cake in.
- Pawn ownership. Try telling your pawns in Rimworld that a weapon or meal is only for specific colonists. Try telling them that only X, Y, and Z colonists can use a specific weapon or workplace.
- Construction. I appreciate that I can make wattle and daub with literal wattle and daub. In Rimworld, the best you'd be able to do is mod a "daub wall" material fashioned at a workstation with wood and clay which would be kind of ridiculous tbh. I also appreciate that when I construct a brick wall, I actually need material that holds the bricks together, too.
It would help greatly, if the tech a least gives me a whole bunch of productions, like the moment when you get the stuff for baking.
maybe just add things like Fishing (level 1,2,3 ect) which are open the moment a villager reaches a specific level in this field .
The system as it is right now is just annoying, because i either reorganize all all the time (and reorganisation isnt fun with this UI) or memorize the tree to plan ahead, which is just a pain in the ass.