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*Faster end of day animations (past 3x)
*When a character is actively fishing, let us click the box still and make bait, not have to move
them to make bait them move them back
*Sequel :D
*Option which line (melee/ranged) a party member enters fray (or perhaps this is intentional)
in theory, it's "surprise attacks", they don't have time to prepare themselves very well.
#1- Persistent/Bigger World - I feel like once I explore Vinland /and/or things come to a head with my overlord the game is over.
I need to see a DLC that will allow us to continue our journey and grow into a full on Town/village.
i'd love to see the game have some radiant quests that allow for re-exploration of the existing land - see if anything regrew. It seems strange the furry beasts I scared away on day one - haven't returned to the stump now after months.
I guess a Crusader Kings style game where I could see progression so that my daughter grows to womanhood etc.
Perhaps even a system where by I have nearby settlements that I can trade or become overlord of myself.
#2 - FEAST PHASE:
I get that you have morning, afternoon and evening and that's awesome.
You can leave the cooking station where it is during the day for preparations.
However, during the feast phase it woudl feel a little more realistic if the player can pick one Cook (and maybe one helper to serve) to have one more chance to cook the days game.
It makes no sense that fish or meat I caught in the afternoon can't be cooked right before dinner. We'd take the time to cook it rather than eat it raw.
I get that for some reason a dehydrated person won't drink water during the water - for game purposes. (not really) but at least let me cook the afternoon's meat before we eat it.
#3- Dragon Boat DLC
Let the player construct a Dragon Boat, crew it with up to 4 villagers and send it out exploring, raiding, or fishing.
I have a lot of items and my inventory is a mess.
- DLC ? :o
ui at sending people to tasks is not well done. sometimes clickboxes are too small so if you already have someone working it can take serveral attempts to change the person for unknown reason.
On my 5th playthrough, and I'm just skipping tons and tons of dialogue that I've already seen. Really slows things down to be skipping through things for 10-30 seconds every night.
Adding my voice to Gesia on this one
I'd like to be able to pick up a stack of meat and feed everyone by clicking down the line instead of returning to the bar every time.
Currently you have to generate extra good food just to let it spoil (which doesnt happen if you play normaly as nothing would go to waste) and than instant turn it into a ridiculous small amount of baits.
Maybe also let us craft bulk amounts of healing items, they seem so far inferior to using the infirmary, tavern or sleeping area. three crafting turns for one item, why would anyone do this?
Also it would be nice to have an indicator how much the relations of "co-workers" has increased like in DiB.
Maybe there should be a way to increase the natural resources further, currently the game plays much easier with less people in the camp and you can only hire them much later than they are found when you got alot of stuff built and still the land around your camp will be devastated. especially wood will run dry as you need it daily per head if you hire people before you got everything build.
Something like "efficient harvest mode", where you get less items but also reduce the natural resources alot less. Or a work task to regrow resources like "plant" or "prospect". So it adds to your workload but you have a way to counter shortages and dont end on lost paths on random found people, better than let them sit in the woods for 50 days.
There is a warning when you want to andvance the time but a station does not work. But there is no warning when you end the day and something essential is missing. I think, especially when you use the viking mode where you cant load a game, it would be a lot more comfortable if you get warnings when there is an oversight. There are like 20 things you have to take care of over hundreds of turns. The problem is not doing something wrong but forgetting to do something once and end on a lost path. So a warning for the basics would be very welcome as you wouldnt need to check and check and check all the stuff just in case. Like low water, low fire, low wood (that warning needs to be earlier so you can still collect some), uncooked food, low food, harvest, garden water, ...
Or an advanced overview tab on all essentials that you shouldnt forget even once.
On a long/dlc perspective i would like to see more characters and story paths, but also more alternate story paths for the family members among each other.
Also I did not read through all of the other suggestions so bare with me if it has already been said.
I would like to send a person "idle" easier instead of switching tabs in and drag them to the shelter. So I can be like "ok dunno what to do with you yet so go idle for now" and then assign ppl to what I intend for them and then see who is still doing nothing and see what they can do. Atm when I don't know what to do with a person they stay where they are and when I go to the overview to see what they are doing I always have to double check if I WANT them to do this or I just forgot to move them. Probably I am just too stupid to keep stuff in mind but I would like such a "send to shelter" button.
- edit: found the "send to shelter" button. Nevermind me
Also it is a bit inconvenient to drag and drop 30 fruits to different ppl and something like pressing CTRL + LMB on the fruit and then just clicking on everyone who is supposed to get a fruit (or whatever food) might be cool.
I am sure as I play more stuff will come to ming so (if steam has this option) I will edit this post with whatever suggestion I have o/