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I have a sneaky suspicion that maybe this is a case of homeless tents being in military bases, and that being a problem.
Thank you! Though as soon as I made this post suddenly the tracker started moving again. So a reload of the save might've fixed it?
That or it's the usual IT thing of, you bring attention to an issue and it now works.
It's not unprompted. There's a specific trigger for it, and I found it clearly signposted.
---
On the slums obsession, that is a direct result of two prior choices you made, that it said were very risky. And this is the end result of taking the risky choice earlier. When you complete it, it reveals what is going on and why, and you can choose to show mercy or wrath to those responsible (aside from yourself that led to this).
In the next content update, in a couple of days, there are two major additions coming to this route:
1. The ability to do some brain surgery to get out of it.
2. The ability to turbocharge your microbuilder production to make the whole thing more reasonable, whether or not you then do the brain surgery.
In general, I'll be honest, I did not expect so many people to choose the risky option, which is telegraphed as risky, and which then has an achievement of "I'm sure this will never backfire." After that happens, if you trip another condition later, then the obsession starts. It's a direct result of a choice that the game describes as "a lot of trust to put in anyone."
Amongst playtesters, this was both a favorite scenario, and also not one that they ran headlong into as much. So I've had a rude awakening to the reaction from the wider playerbase. I have heard you folks, and I get where you're coming from, and the next update should give you the outs that you need -- or the ability to get through it in a less taxing way, at your option.
My expectation was that so few people would choose the super-risky option that people would wonder how to trigger the obsession, and would have to work backwards to figure it out. That's more or less how the playtesters seemed to be. I really did not expect for massive numbers of people to wander into it by accident in this fashion. That was a miscalculation on my part, and the big content build coming up late this week resolves it.
Thanks for your patience!
I was ambiguous on the language of what might go wrong, since it felt like the right thing to do, and... well, yeah. Ambiguity works well, but can backfire with people thinking that things are out of the blue. Which I kind of wanted to happen, but not with such frequency, or without players knowing they took a risk. As in, I wanted there to be an "ohhh" moment later, when they realize what happened, versus knowing immediately. But there definitely needed to be an out, and some other things like the boost that is planned.
So we'll see how this shifts people's feelings about it, and titrate more as needed!
Related, is there any way to have the worker predators help out in the later game? I would love the 215 killers to do ANYTHING against the waves of opponents.
I do am getting sometimes other issues with projects though. Like for the protection required one, I'm just not getting any streetsense oppertunities with it anymore. And I'm now stuck because I want to build my mindfarms but syndicates keep blowing it up. But I don't know how to build defenses.
So if you start the cyberocracy stuff, get the point where you would be building them, and then just... don't... then you have that on hold. Go do whatever else is giving you trouble where you want that firepower, and then build the controllers for them. Boom, you've got extra firepower wandering around.
Right now those are the only two ways to get the workers, but there will be more in the future.
They're just a bit more separate and limited compared to bulks or elites, and I think the KISS principle of design applies here. With bulks and elites, it's nice to have the flexibility and the ability to personalize, but for the workers I think it's nice to keep it simple, and the choice of which of the three types to use plays into your personality and goals different ways based on the context.