Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I do share a few gripes but I understand the game will continue to flesh out in the future. Here's initial thoughts after a few days of play.
Future Tech
These suck right now. The sheer number of predicaments littered into the Future Tech tree is abysmal. I had to increase production into the millions, own the entire map, and acquire 100s of keys to ensure I can push deeper than my previous 2 plays. I'm now pushing past tech level 135 and everything is identical. I guess the only reason for me to continue is to acquire the highest lvl of heroes at this stage. This totally needs work because it's just hell in its current state and discouraging to return to the future tech tree after ascension because there's no lotus.
Industrial Pollution
I hate this predicament. This tends to drop in combination with storm, with resentment, rats, anything that makes Crisis a handful fast. This combined with storm and resentment will snowball into an endless hell especially when there are several predicaments. The only answer I found for this is to pace and stop playing for a few minutes. The only fun aspect of this crisis is the challenge it presents but when the answer is just stop playing, it's kind of boring. When you have 2000 light units and 100s of forts, you just ignore and outlast this predicament and the spawned crisis. I'd rather see substantially smaller gains (10%) from resource per click & resource per second - this would allow progression at the cost of click heat.
Crisis Attacks
Just feedback. When you have a bunch of crisis drop all at once, they receive a significant speed boost. In one of my games the other day I had 5 or 6 crisis drop simultaneously so that's like 434% speed boost. The 1st strike against the wonder was on the 2nd crisis - this was the 100% boosted crisis with weaker fort blocking. The game does not pause on any subsequent crisis so this led to my wonder being destroyed before I could do anything. Despite efforts to alt-f4 I could not get a fort to save that wonder because the game would load in without pause. This was just an incredibly annoying circumstance as there was zero warning and zero control to influence this particular outcome during a very heated moment. It was a couple of hours wasted trying to save that wonder - later I discovered the hanging gardens is basically entirely useless in future era tech due to resentment.
Keys
The grind for keys is just tough because it's insanely time consuming. I wish there were more options available to acquire keys considering how costly the tile upgrades are, the cost of the workshop upgrades, and the sheer number of tech and predicaments. It would be nice to have an option to perform quests on behalf on your neighbor civilizations for rewards, including keys.
Love the game
Some stability issues are more prevalent in the future era when 600k stone/sec builds bunkers at 53/sec and a lot of things are happening all at once. The level up recipe seems pointless and the cost on it for unique heroes is disgustingly expensive. Love the combinations of heroes and the few challenges presented though the game seems to snowball very fast. Keep up the great work, thank you! Merry Christmas!
Just use "pause when crisis starts" in settings (and slow game).
Is there any limits in levels of game?
I managed go to lvl 143 and so far game is going on and on...
https://steamcommunity.com/sharedfiles/filedetails/?id=3394552980
https://steamcommunity.com/sharedfiles/filedetails/?id=3394557787
https://steamcommunity.com/sharedfiles/filedetails/?id=3394558419
So that the player understands where to aim and how many levels he has not completed yet. Well, if player completed everything, then, for example, give in the end some super unique hero to motivate him to go through all 200 again.
re Future techs
Future techs will need a bit more balancing but yes there's hardly much point going beyond level 100 now. I expect a couple of patches for 0.10 ill get us some finishing touches to make this playable reasonably until about level 100, and then it will be extended in v.11 and 1.12 (at which point it will become possible to add things like leaderboards since the difficulty scale will be almost final)
re Crises
This was reported elsewhere in similar words and the overall Crisis UI flow will need update. I haven't yet decided when to do it, it won't happen in this patch as I want to pair this with some other tweaks, but yeah in general I think I'll be adding some appearance phase when the crisis will just present itself to give the player a few seconds to plan.
Also the clustered appearance will need to change (the crisis trigger roll is done at the ame time for all crisis types - resulting in 4 of them appearing at once).
Separately there's a few combat updates I'd like to experiment with which will require a UI update on the crisis 'bar' so they'd best be done at the same time. Specifically I am not happy with the unblockable attacks right now and with the attacks being spread evenly on the crises (this is hard to scale for higher difficulties where some simpler 'hierarchy' would be better). This ties into your comment on Wonder destruction in the first couple of seconds in which you have no way to interfere - i'd like to solve that with better attack structure as well.
re Keys
Keys system will be a bit improved in the upcoming patch but for tier 2 there's going to be no key farming. This will come in T3.
re Predicaments
The Future era difficulty will have to be balanced out. Yes you are correct that predicaments being the sole problem results in enforced slowing down of the game to prevent them (since we dont yet have any way to cure them). This is not good.
To balance this we'll need to introduce another issue there (paired with smaller number of Predicaments) which will force players to speed up the game and thus provide with an 'opposite problem'. This will be easy to do in T3 and T4 where some planned features will play this role, but I'll probably need to come up with some compensatory mechanism here in T2 as well... will think about that but my intention is to use the Nemeses for this purpose.