Unclaimed World

Unclaimed World

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Refactored Games  [developer] Aug 26, 2016 @ 3:17am
Currently working on: 'The Mining Camp'. Food screens. Fishing.
We're doing several things at the moment - while working on additions for the coming update we are also preparing a new sandbox map which will appear in a later version.

For the next version we want to polish the gameplay about food and nutrition. Inspired by a recent forum thread, we are making some screens and ledgers which will help you keep track of the food stores in your colony, how much is produced and how much goes to waste due to vermin or spoilage. We also want to make clearer the importance of a varied diet that covers all 3 nutrition groups: Energy, protein and micronutrients. We will do this by listing the colony's history of production and consumption, making it easier to estimate how much food you will need to support a larger population.
We will also look at improving the overall balancing of the food/nutrition system.

The fish traps will have some more details added:
On the Survival tech tier, colonists will still use a simple bottle-shaped trap made from cane and build a fishing weir from sticks. But on Basic tech tier, they will now be able to set up a more efficient hoop trap (a cylindrical trap made from cotton netting and wooden hoops) in streams and lakes and also setup a fyke in coastal waters (the fyke consists of a hoop trap with some extra netting to funnel the fish).
Likewise, a more efficient fishing weir can be built with the cotton nets. (Cotton is a material that can already be grown and processed in the colony.)

The Hunt window will now only show animals that you have discovered on the map. It will be indicated with an icon if a certain animal has its habitat in the hunt zone.

Patrol zones can now have more than one person assigned. The number of patrollers can be set with a slider.

SANDBOX MAP: 'The Mining Camp'
This map will take place among the first generation of human settlers. You manage a mining expedition equipped with robots and sentries that are extracting rare minerals and refining them so they can be collected by air transport. In exchange, the expedition can buy advanced weapons which are needed to protect them from an especially vicious species of quadites that inhabit the mineral deposits.

The scenario takes place in the early days when the human colony has started its slow descent: They need to divert a lot of resources to building electromagnetic shields to protect them against coming solar flares and this causes a scarcity of resources. Therefore, they are forced to use primitive technology to fill in the gaps.
The map is an open-ended sandbox; once there are no more orders for rare minerals you can find a suitable place to settle permanently and focus on farming, fishing and attracting more settlers.
Last edited by Refactored Games; Aug 26, 2016 @ 3:18am
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Showing 1-7 of 7 comments
#PIA# Arkon Dryke Aug 26, 2016 @ 4:33pm 
Great priorities you've set so far! Food is my most disturbing thing right now... Some weirdness is going on there. A polish and some improvements will fir in right now perfectly.
Refactored Games  [developer] Sep 2, 2016 @ 4:57am 
@Arkon yes, and with the new ledger screens you will get a clear picture about what happens to your food.
Also, here are the graphics for the new fish traps: http://images.akamai.steamusercontent.com/ugc/477767469746263678/706682A7516E8D507B518B873BE3437294597751/
I'm looking forward to it!
Refactored Games  [developer] Sep 6, 2016 @ 9:10am 
We are now adding an ATTACK action which is a more aggressive action than the existing PATROL. It will allow you to move several armed colonists into a zone and kill any dangerous animals and/or vermin. The difference between this and the existing PATROL action is that PATROL is for permanent defense while ATTACK is a one-time extermination action.

We' are also improving the feedback you get about dangerous animals by making a 'Danger' overlay you can switch on/off as well as 'Skull' icons on animals that the colonists identify as dangerous. This will help you to see any areas where you colonists are afraid to go - you can use this info in combination with the PATROL or ATTACK actions to clear those threats.

This is some functionality that we've previously postponed but we always wanted to add so that combat becomes more transparent.

So, for the next update we're especially focusing on better feedback and interface options to help you plan, as well as more polished balancing, especially about food and colony ratings. (Therefore, the 'Mining Camp' scenario will most likely be postponed one more time)
Last edited by Refactored Games; Sep 6, 2016 @ 9:15am
How is the action "ATTACK" determined as finished? After killing all prey in the Zone?
Refactored Games  [developer] Sep 7, 2016 @ 1:22am 
Yes, the idea is that the action closes when there are no more animals of that type in the zone. You set a slider for how many attackers you want to move in and check one or two of the boxes that say Dangerous or Vermin. We'll know more when we've tested it - soon!
Refactored Games  [developer] Sep 12, 2016 @ 8:36am 
The new update is now available. Read the announcement here: http://steamcommunity.com/games/284100/announcements/detail/921373079599267044
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