Settlements Rising

Settlements Rising

Latest version feedback.
Just a few things I noticed with the new update...

1. The illnesses and injuries aren't enabled by default in Survival mode. Not sure if that's intentional or not.

2. I had a villager with an open wound who was still working despite the tooltip saying they couldn't work with that injury.

3. The foresters were still cutting trees down after I'd set it to planting only.

4. It's only a minor detail but when you only need one more house to grow the population, the notification says: "...need 1 more houses", instead of "1 more house."


The difficulty feels just right atm as I had to work harder to make sure I had enough food whereas the last version it wasn't that hard (my food stores ran out a few times whilst last time the lowest it got was a few months worth).

Although that could just be due to the gatherers spending less time collecting food because of the addition of the herbs/medicinal roots combined with where I started (it took me longer to gain access to a source of fish this time round).
Last edited by GrumpySoldier; Feb 19 @ 3:07am
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Showing 1-10 of 10 comments
CanerTonbul  [developer] Feb 17 @ 8:07am 
Originally posted by GrumpySoldier:
Just a few things I noticed with the new update...

1. Thank you very much for the feedback. Thanks to you I realized that illnesses isn't enablend on the first boot when selecting a new game. They are on when you create new game with the quick game button, but off in the new game UI.

2. Do you remember what job the worker was doing even though the wound was open? I'll check that out.

3. The mods in the foresters hut are just for prioritizing. If there's no empty spot left to plant, they'll start cutting down trees, clearing space and planting new ones. So they can keep producing instead of being idle. It's good to set a production limit so you don't get too much wood and fill up the storages.

Yes, probably the easier access to food sources changes the difficulty of the game a lot. Also sources being far from gatherers/fishing hut increases the time spent on the road and decreases the efficiency. Also being late in making tools results in 30% less food production.

Thank you for the feedback :)

_______

Fixed 1,2 and 4 with v1.0.19 :)
Last edited by CanerTonbul; Feb 17 @ 9:56am
2. He was working as a woodcutter and the wound was close to being healed when I noticed it.

3. I thought that may have been the case. I thought I'd mention it as I didn't see them doing anything but planting in the previous version, I probably was too busy doing other stuff to notice.

Yeah, you're right, I overlooked the fact that I'd run out of tools.

No worries, I'll let you know if I find anything else. :steamthumbsup:
RonEmpire Feb 18 @ 10:33am 
its actually version 1.0.18 not 1.0.8 news feed is wrong. the thumb nail and in game actually shows 1.0.18 correctly.
Yeah, I realised after I'd started this thread. I've changed the title as it's 1.0.19 now and it'll save making a new thread for each version.
Found something else:

Sometimes the yellow lines indicate the children/babies in a house actually point to a different house.

And in the occupations window, the tooltip for the 'Reset and optimize' says that you can optimize individual workplaces but there's no button for it.
CanerTonbul  [developer] Feb 21 @ 6:46am 
Originally posted by GrumpySoldier:
Found something else:

Sometimes the yellow lines indicate the children/babies in a house actually point to a different house.

And in the occupations window, the tooltip for the 'Reset and optimize' says that you can optimize individual workplaces but there's no button for it.

Can you elaborate on your first point? I didn't understand because there is no mechanic in the game that shows children/babies.

As for the second one, you are right, I thought about putting it in the first versions. Then I added something that actively auto-optimizes itself, so I plan to remove the button in occupation.
When you click on a house and the yellow lines show you where the adults are, I noticed a few times that one of the lines actually pointed to a different house.

Then when I clicked on each resident in that first house, the line that was pointing to the other house was one of the children/babies.

The first time I noticed it, it was at a house that was some distance from the town centre so I'm guessing it has something to do with the adults moving house to be closer to their workplace.
Although why that would affect the children/babies I couldn't say as I assume they don't move at all, unless the adults moving can force them out of one house and into another.

It's currently happening on the game I'm playing. The first house has one adult and three children. The yellow line for one of them is pointing to a second house with only three adults in it.
I'll post a screenshot if you need it.
Last edited by GrumpySoldier; Feb 21 @ 10:48pm
CanerTonbul  [developer] Feb 21 @ 10:56pm 
Originally posted by GrumpySoldier:
When you click on a house and the yellow lines show you where the adults are, I noticed a few times that one of the lines actually pointed to a different house.

Then when I clicked on each resident in that first house, the line that was pointing to the other house was one of the children/babies.

The first time I noticed it, it was at a house that was some distance from the town centre so I'm guessing it has something to do with the adults moving house to be closer to their workplace.
Although why that would affect the children/babies I couldn't say as I assume they don't move at all, unless the adults moving can force them out of one house and into another.

It's currently happening on the game I'm playing. The first house has one adult and three children. The yellow line for one of them is pointing to a second house with only three adults in it.
I'll post a screenshot if you need it.

Thanks, it was so descriptive that there was no need for screenshots. I will look into it, thanks for noticing and informing me :)
1.0.24 Issues:

- In the options menu, length is spelt incorrectly.

- On the tooltip for bone fracture, it says: "...heals faster when treated inpatiently." Probably should be ...treated as an inpatient, or ...treated in hospital.

- After a few villagers died fighting some bears, the description in the cemetery said: "Kathrine (or whatever their name was) died at 39 of storage is full".


And is there any chance of an option to turn on/off the builder's progress numbers?
It's not a big deal if not, I just find it more immersive without them.
CanerTonbul  [developer] Apr 24 @ 2:48pm 
Originally posted by GrumpySoldier:
1.0.24 Issues:

- In the options menu, length is spelt incorrectly.

- On the tooltip for bone fracture, it says: "...heals faster when treated inpatiently." Probably should be ...treated as an inpatient, or ...treated in hospital.

- After a few villagers died fighting some bears, the description in the cemetery said: "Kathrine (or whatever their name was) died at 39 of storage is full".


And is there any chance of an option to turn on/off the builder's progress numbers?
It's not a big deal if not, I just find it more immersive without them.

Thanks for your feedback for v1.0.24. I corrected the spelling errors.
I was considering merging building indicators with the resource indicators, but I might add a separate setting for that as well. It will likely be added with the next update.
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