Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The game is designed to have roughly one and a half run to get the first new elder, as that's what usually happens. Hard mode gives more points so I think you should pretty close to the Shaman? Especially if you play after the last update which increases points.
There is also an option to unlock memories more quickly.
Challenge mode is where additional difficulty is. I'd suggest playing a few turns to unlock the shaman and maybe temporarily reduce the unlock point cost to reach that and then go from there with a Shaman Harder run
So even if it's enjoyable, it stops being enjoyable once the reward for success is diminished and all I'm supposed to do is grind points.
I really shouldn't be at the point of doing weird achievement/challenge runs after just the first run when there's supposed to be more content, but going for the 10 pip population achievement does sound like the fastest way to play and probably more fun than just grinding. (I'm certain it's impossible on Harder difficulty though, not with what I have now / without RNG manipulation)
Rather than a toggle for 'give me more unlocks please' it'd make sense to automatically unlock up to the next milestone if you beat the game if you haven't reached it yet, since it would give more meaning to winning and prevent this grind.
Also I'm just saying, if there's been a major update and a new player is finding the game way too easy and not getting to experience all the game has to offer (such as pips dying, disasters, dealing with ailments and all of that) then you should double check that something didn't break the game's balance horribly. I definitely did not play perfectly (I didn't even research flower fields so that sucked when I realized hippies needed it) and I didn't get super good boons either (the one I got for the apocalypse didn't even do anything) so... If the game isn't broken, I guess I'm just a really good accountant?? I do like spreadsheets and I really do appreciate the prophecy/planning ahead mechanics the game has.
yeah, maybe I'll do a 10 pip run if I have time, though the game is pretty time consuming and I've gotta get work done. aa
And if you absolutely need to set that cap that low for some reason, then you at least need an extremely obvious warning when the player is in danger of losing points; one that even a new player couldn't possibly miss.
I think the fact that you even have to ask that question is already an indication that something has gone rather wrong.
There doesn't seem to be any way to spend memory points after finishing a game so I guess I'll start another game real quick to spend memory points, which it feels like I shouldn't have to do that and I should be able to access it from the menu before starting a run, but here we go...
Wait. I have to spend it DURING the run? I pressed the option that said to end the run after I 'won' rather than continue, so it dumpstered all my points that I got from winning? I'm loading up the game now to double-check.
I can purchase the next elder but it's really weird that I have to start up a run and then go into the menu just to access the memories and unlock more stuff, the memory tab isn't even on the side when I start a new run it's just in the menu.
I don't think it's a problem then, but the game should show that you got 80 memory points for winning. I had fast (but not the fast-er) end turn enabled but I don't think that should've affected it since all it seems to do is make pips run around faster.
I should probably pick the 'fast' game option next time so the game doesn't take so long.
(by the way, if not for the 80 bonus, I would've needed just over 40 more points to unlock the shaman and the diverging paths, or 20-ish if I unlocked the shaman and skipped a choice)
The game shows the points as the run ends, but the animation could be a bit more clear on that (the points rise after you get your score, but it could be more blingy!)
You can use memory points in the "current story" menu, as the "start run" is already pretty tight with space, but you can go to the current story menu by clicking back from that one and then go to memories! It's not perfect, but yeah the menu was subject to yesrs of iterations and some of it is a bit.... Legacy code I guess
They're never enough to make you break out of having a well-managed stockpile and go into having a bad event or two and having to recover. You'd think that if I have only one herbalist and an omen vanishes the herbalist the moment an apocalypse event is coming up that it'd cause me problems, but it doesn't.
I mentioned somewhere "make it so on the hardest difficulty, if you have even 1% chance of a bad event, it becomes 100%, and all events are deadly" but maybe the problem is that omen just aren't strong enough on harder difficulties. I assume the only major difference with harder difficulties is how much threat the domains generate.
(I'm going to go play Shaman now with harder + faster so we'll see if my opinions change)
Is the whole game just balanced around playing Fast? Harder+Faster feels like what you'd expect from the hardest (non-custom) difficulty and offsets the long play duration.
It makes a lot more sense like this, because the faster play makes it more suitable for being a multi-run roguelike sort of game. I'm finally getting failed events / deaths / restarts, and while I can say "I had to restart because I didn't realize I needed to start near a stone resource for Shaman / in case you get the springs" that's kind of how the hardest (non-custom) difficulty should be.
If you can get the achievements for beating the hardest difficulties by just extending the playtime that seems a little silly, but it's not like it matters if other people want to play differently. I'll just keep playing on Fast.
Good and bad news about this. The game was NOT balanced around Fast, when it first came out there was only Normal speed.
But, I agree with you, Harder-Fast is the best way to play this game for experienced strategy players. A tight game full of interesting choices, where if you miss one thing it CAN kill your run (although there are often ways to claw back).
There are some problems with the game not being balanced around Fast (expecting you to have advanced tools by the first winter for example, or the fact you can try and go for Bakery as your winter strategy only to be suddenly told you aren't allowed to do that by the cows) but I've already complained about that elsewhere and it seems the dev is active and working on those sorts of issues.