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I definitely I do wish I had an extra month for polish and testing, but based on Steam's sales/festivals schedule it was really either now or have to delay until February.
The good news is I'm continuing to work on the game so if you try it again in a few months hopefully all your issues with the game will have been sorted!
The cut in the music is indeed exactly the lack of polish you mention, I do want to implement a music fade instead of a hard cut, just haven't had time to do it yet.
The lighting does change quite a bit, do you mean more of a slow change throughout the day? I tried that but it just made the game harder to understand when the zumbys were coming, so I ended up making the transition from day to night pretty quick in order to make it very noticeable.
The "no music after defeating zumbys at night" is actually an intentional choice, I like how it becomes super calm before the next day starts, although yes I agree that quietness lasts a bit too long in the early waves when there's very few zumbys and they are defeated very quickly. Maybe I'll just add some low ambience in that case.
There were indeed some missing tooltips/icons in the TechTree, I've added them in a recent update.
On the scrolling, yup remembering where it was is something I have on my to-do list, I've been focusing more on serious issues but everything looks pretty stable now so I should be able to get to that one this weekend.
On the Add Power, it sounds like you experienced a bug that has since been fixed. There was an issue where if you manually added power to a building before the AutoBot got there it would get stuck in the queue and never receive power. Now that should be fixed.
In terms of priority they prioritize things that have the least power, adding customizable priority is an interesting option, I don't want to overcomplicate the game but a simple Low-Med-High priority could be simple enough.
I also added high self priority in a recent update, so the issue with AutoBots chasing other AutoBots shouldn't be a big issue. Now it's really just a optimization problem for the player to solve.
Skipping the tutorial is something I've always had in my own developer tools but never considered making it for the players, but several people have suggested it so I have it on my to-do list.
On the new Knowledge entries, yup that's another one of those tiny polish things that I didn't get to on time, I do want to add a flashing icon on each new entry instead of just the main button.
Yup the cheats menu is something I intentionally want to keep in the game but I want to disable it by default and make it a toggle in the Options menu.
On the Rocket, I did actually initially have it working exactly like that, it required placing Crate Containers and linking them to the Rocket
But that system was extremely limited and did not support transporting machines, so I swapped it for a simpler "nearby" system. Although it should never cause items to fall into unreachable places, maybe there was some strange physics bug and 2 objects spawned on the exact same position which caused them to be thrown?
On the Tower, yup that's also how it used to work and again I removed the manual link to simplify it. Not sure what you mean by the Transport Bots, you can definitely do that, place a Crate container near the tower and have a Transport Bot move ammo on there, that's how I fully automate defense, the Tower will automatically grab the closest Ammo whether it's on a Crate Container or on the floor.
Many thanks for such detailed feedback!
Bots that have task to add power should never runout of power. Even when power is gone it should continue moving until reaches source crate.
Bots that generate power should also neven runout of power. That's super annoying to come back to planet, see all dinkies were killed and find out that this happens because energy production bot run out of energy.
Dinkies that harvesting food should never runout of energy. As well as dinky feeders.
In the late stage I have a lot of production. Also, there is a game mechanic that blocks crafting or mining when there are too many objects nearby. I have several problems with that:
1. When I return from other planet back to "main production" planet I have all resources messed up. All these fricking rocks, power balls and other resources are scattered across all the map. You know what that means? My production is blocked by this trash. And it doesn't matter how many times I cleaned this mess, it returns after some time. Seriously, I don't know how you played your game and were able to automate colony not experiencing this issue.
2. I built several crafting buildings nearby each other. Then one of them reaches 99 resources in gathering crate but it continues producing trash all over the place. Up until this blocks production of ALL crafting buildings in that block. Not to mention that exactly these waste resource ending up scattered all over the place. It really needs some way to limit production, or some kind of unique building from research tree that acts like storage and can store an unlimited amount of resources. I understand that this could break the whole game balance. So...
What about another job for dinkies or bots? Clean up(destroy) trash resources from the area, that lying on the ground for long enough.
And as player I also would like to have an ability to destroy resources I'm currently holding. Separate button, for example X on keyboard, with hold action. Though, this doesn't fix the problem of overproducing, but somewhat helps with random trash(like rocks blocking mining of green crystal while their mining spots on different sides of the map)
I am certainly looking forward to running through the game again and seeing what improvements have been made.