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Een vertaalprobleem melden
I was excited to see that a bunch of new tutorials and marketing, community content had been added to the game's Steam page but it looks like that's the only thing that's changed since the last time I checked. Years later and still no bug fixes.
Also regarding Beetles: DO NOT enable Beetles unless you want serious "hard mode." They will multiply infinitely until your game save becomes unusably slow. If you do want to fight the beetles, you can do so by killing off their hordes from across a chasm using crossbows so that they can't reach your gnomes. Expect a large population of them to explode while your gnomes are getting built up. Once you've killed off the majority of their numbers they're not so dangerous, but you may still find isolated pockets of them breeding.
Game was supposed to be much more, than one day it got '1.0' and 'Out of EA' slapped on it with no warning and whole roadmap vanished. No real further info or update from dev.
Game was abandoned. Left out bugged and incomplete as "full version" that some naive apologetic late comers consider "finished", most likely because they can't admit before themselves they have wasted their money (DF still available for free on dev website).
Check it out.
Obvious proof that the game was abandonned : https://steamcommunity.com/app/224500/discussions/0/343785574513138861/
Developer Plan
Gnomoria is a sandbox simulation that’s still in active development. There is a huge potential of things that can be added to the game but because of limited time and resources we have to narrow it down and focus on a few.
This isn’t an exhaustive list of all upcoming changes but more a direction for where Gnomoria is heading. Some of the things listed may not ever make it into Gnomoria while other things not listed might. This list will likely evolve as features are implemented and the community has a chance to play and give feedback.
It can be too easy to want to just keep adding things and much harder to decide what makes it and what doesn’t. I’ve separated the plan into 2 major sections — everything leading up to release and what could happen after release.
Prerelease
The prerelease section is what’s needed before moving from beta to release. This includes bug fixes, gameplay balance, UI updates, additional content and features — everything needed to “complete” the core game experience.
Diplomacy
Abstract, indirect method for interacting with the outside world
Options for attracting or delaying enemy attacks – send tribute or threat
Possibility of becoming friends with non-friendly kingdoms and vice versa
Add powerful wizard / independent factions?
Can use diplomacy as expected
Attacks come in the form of distant powerful magic
Necromancer – reanimates corpses, spawns zombies, skeletons
Golemancer – condenses items in your kingdom into golems
Integrate into population increases? – refugees from friendly kingdoms
Foreign kingdoms interact with each other?
Merchant kingdoms ask for help against attackers
Kingdoms can eliminate each other
Enemy changes
Goblins
Send tribute or threat to delay or hurry next attack
Make it possible to become friendly with goblins and hire goblin mercenaries or potentially goblin traders with unique goods
Generate additional goblin kingdoms over time or as your kingdom grows
Sieges – goblins don’t engage but hang out and prevent merchants and gnomads
Mants
Base spawns off food stocks instead of kingdom worth
Change behavior to steal food similar to goblin raiders stealing goods
Consider adding diplomacy option to send them food
Butchering should give chitin
Golems
Spawn off excessive unstocked items instead of in darkness
Convert to items on death
Add metal golems
Zombies
Prioritize eating corpses over pursuing gnomes
Beetles
Reevaluate how they spawn to make it less confusing
Spiders
Reevaluate how they spawn
Kidnap/capture gnomes and lay eggs in them?
Constructions/furniture
Additional stuff to build and decorate with
Windows, walls, floors, arches, tapestries, etc
Tombs
Select a gnome to be buried here
One time engraving option
Penalty for opening/deconstructing
Display case?
Show off legendary items
Dyes
Dye cloth for crafting tapestries, rugs, etc
Should dyes be a natural byproduct of another industry (butchering/farming) or should they be specifically pursued to be obtained?
Mechanisms/tinkering
Mechanical limbs
Mid level tinkering
Replaces missing limbs
Include possibility to be better than natural limbs?
Automatons
High level tinkering
Crafted using golem cores
Requires fuel to operate
Potential mechanisms
Spring trap – launches enemies, hitting the ceiling or dropping (blunt damage)
Trap resetter
Periodic toggle switch – toggles on/off over time with a set period
Latch – pressure plate that once triggers stays until reset
Serial plate – engages adjacent plates with along with it
Moving wall – pushes stuff
Optional start locations
Alternate start conditions
May or may not be harder or easier. Can be a “side grade” with just a different setup or way to start out
Custom flora and fauna that meet same goals – food, drink, cloth
Desert – Less farmable terrain with more rare plants
Jungle – More trees, faster growing plants, more wildlife
Major/rare events
Rare events that can be hard to trigger but fun to see or experience
Migrating zombie herd
Goblin siege
Lava rain
etc
Mod support
Will likely remain limited but more expanded than now
Add in the ability to edit the existing data files and load them in game
Change tilesheet in game
Tutorial
UI/UX
Always important
Hard to quantify and declare “finished”
Provide better feedback about what is going on in game
Access to information should be quick and intuitive
UI/UI will likely see improvements over time with the chance of stronger focus at some point
Balance
Resources/Economy – item values/Kingdom Worth/enemies/crafting recipes/trading
Combat – damage/armor/enemy spawns/etc
Balance will also likely see tweaks and changes over time with the chance of a stronger focus. It could also potentially be improved with mod support
Stability
Performance and optimizations
No known crashes or major bugs
Post-release
The post-release section is for things I’d like to add but aren’t essential to the core gameplay. Features that would be great additions but the game is still fun and stands up without them. It’s also features that might need to release all together at once and has to be put off until Gnomoria can be left alone for a while. They will come as larger polished individual updates instead of many smaller ones.
Magic
Must research spells and runes to unlock
Spell casting would be a viable option for a squad position
Enchanting – permanently etch runes into items and tattoo onto gnomes
Combine runes to create final effect
Animal training/taming
Capture/tame animals and train them
Trained animals can be put in squads (maybe do other work? plow a farm)
Life sim
Relationships – like/dislike each other with potential conflicts
Personality traits – individualize gnomes with generated traits
Food/drink preferences, room decoration prefs, relationship traits, etc
Life goals – Long term goal the gnome dreams of achieving. If achieved, that gnome gets a permanent happiness bonus and/or related skill bonuses
Mac/Linux support
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So basically Gnomoria never was in it's Beta phase.
He did what he could with the budget and income he had and released the game, allot of those pre release features did get added, but iirc, it was money in the end that had robobob choosing to release when he did, same for allot of games, deadlines or money constrants usually result in less features then what the developers want, doesnt mean it was abandoned, though he certainly could have at least tried afew patches after.
Sadly he never made much money on the product, from the older posts on the forums (i was playing allot in those early days) it sounded like he made peanuts from the sale on steam and such, not nearly enough to cover the costs. I think allot picked it up for like 5-10$ on steam at one point? which for him would mean only afew $ per purchase.
I certainly dont blame him for not going further with the game, Least its still playable.