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TIPS - Nice! I'm getting better at organizing structure layouts, with the experience of my first playthrough during the 'Silver' update.
- Medical Outpost: Agree that one specialist at a time is cumbersome micromanagement, more time is wasted if you don't remember to go back out to the World Map when the first one is healed. In colony, we can glance up at the Specialist status bar, but there's so many other distractions ;)
Medical Outpost would be much better if it could hold any number of Specialists for simultaneous healing. Then, 20 health per day is fine.
- Research Outpost: Built 3 in both games I've played, seems enough to get the science flowing.
- Resource Outposts: Didn't bother building one. Maybe it needs to do something more, to be attractive. Like your idea about all outposts able to take Resources.
- Survivor Outposts: Built one, but only made 2 withdrawals in 200 days. Don't really need it. I like the slower pace of just waiting for survivor groups that appear before or during a Catastrophe. Like your idea that the outpost could simply add a periodic bonus to "survivors at the gate."
Doesn't it seem odd that there's no colony morale hit if you ignore a survivor group? Colonists sometimes give comments like: 'good - more helping hands.' Perhaps a morale hit could depend on available resources: if you have the beds, why are you ignoring them? When you don't have enough resources or beds for a survivor group, then your colonists may be annoyed by newcomers.
For all Outposts in general, it would "make sense" if Specialist skills gave a bonus to their respective outpost type. Game Balance could reduce the baseline bonus to compensate.
- Colony attacks: I like the new pace of stuff happening in the colony. But at "75%" - whatever that means under the hood, I am losing maybe 2 buildings. Rarely. I try to keep a couple Specialists at home to help fight the random invaders. @oldmanripper keeping any at home? Sounds like you need more of their help on "max difficulty" settings.
But, the NEXT problem with Specialists in the colony, is fighting against too-helpful automatic camera centering. You are looking at an invader, select a specialist, and then pan the map back in the wrong direction and maybe have to hit pause, so you can find the same place again.
This has been asked before: we need a toggle button or modifier key selection option that will skip automatic camera center.
But it can be useful: Red arrows at the edge of the screen which point at attackers, should also be buttons which center camera on that attacker.
Specialists could also benefit from a "work area" marker like structures: Plant this marker on the ground, and all Specialists will move there and perform actions appropriate to the situation: fight invaders in the zone, or gather resources. (One type of work area bringing All specialists, another type for those Selected.)
- 2nd level Gate: Have opposite problem, has never lost a fight. Feels too good, in my playthrough.
- Guard Posts - maybe on max difficulty, you should double up?
- Alarm: I haven't rung that bell in my playthrough. A good percentage of the time, colonists are able to run away when their health gets low. (invader attacks: beetles, bandits) Not always, and colonists messing with sandworms is usually fatal. I like your idea about "only makes children hide."
- Bandit attacks: yes, they seem to attack nearest structures in-line from their spawn points, as they make their way toward the center of the colony. But I saw one attack in which an outlying Waste Dump was chosen, 1 stored unit knocked out for each hit. So, depending on your layout, stuff really could be stolen during an attack ;)
- Overall stability: seems very good :)
TRADE PARTNERS: Agree on research blitz to Extractors. I was in a rough spot for a while this playthrough, but, I got them researched in time.
I HAVE seen basic materials offered by some of my trading partners. What you may be asking for, is "don't leave that to RNG?" Perhaps the first one you discover ALWAYS has basic materials to sell?
Also like the idea of alternate methods to make basic materials. Usually (other games,) the alternate method is not efficient, encouraging players to get back on track as soon as possible.
But, what could work just as well is a firewood-powered, inefficient Extractor, earlier in the tech tree, which can be upgraded.
From my side: 100% agreement! They just should finish the EA, because for my opinion, the game would be ready, if they implant the above mentioned tweaks.
Thanx again for your great suggestions! The devs can be very happy to have players like you!
Cheers!
I title all my articles similarly "Feedback - _____ Update" if you want to delve into the depths. ;) I try to leave a feedback article after every update they release to give my feedback. I jot down notes as I play through 100 days and keep going if I am enjoying the update.
I saw this game advertised while playing Surviving Mars and was hoping for a similar experience. It is getting there and I can see the glimmer in the distance but some tweeks to the Outpost system are needed to make the World Map more viable before release, for sure. Main problem with the World Map, in my opinion, is that after 100 days you are 'done' with it... nothing left to kill or gather. Then you have 10 useless Specialists milling about your base. It's kinda funny to watch them walk in circles as your colonists die from... whatever.
@basic.syntax
I have never played a game below hardcore survival with worst selections at start. It IS 'surviving' the aftermath, right?
I was running with 2 Specialists until almost day 100 due to lack of resources to trade and sell beyond buying research from a trade partner and could not recruit new ones outside of colonist convoys.
I have created 10+ settlements and only noticed a 'basic resource' seller in less than 1/4 of my play-throughs. RNG. *yay!* Even then it is RARELY concrete or plastic and usually metal.
To fight invaders at the 100% level you need more than one Specialist at home even if it is a Fighter with 25 damage. Invasions on my difficulty are usually around 10 beetles or 5-10 bandits. Unwinnable without a 'Death Squad'. Or using attacked colonists as Meat Shields as your Specialists fight like Rangers in D&D.
As for the Outposts I get kind of excited when I think about a Basic outpost that can be built and then upgraded to have each type in it for in-game Money (silver?) That way you can choose to have it specialize or generalize.
Sorry... I type a lot. One page at a time!
This is what a Bandit Attack looks like in my base. Had 8 spawn this time. Click link below.
Screenshot #1 : Shows 8 Bandits entering from colony back area.
https://steamuserimages-a.akamaihd.net/ugc/1691646846555167116/8FDADC392D221E41023799EBC73F2C67489E7849/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Screenshot #2 : Shows my colonists beating on the bandit for fun.
https://steamuserimages-a.akamaihd.net/ugc/1691646846555210418/50A8A7634F09DA9944B2B4BAE4A589443E76C0BE/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Screenshot #3 : Shows bandits quit after hurting 4 structures.
https://steamuserimages-a.akamaihd.net/ugc/1691646846555212609/590E58A6441B8EE63CCF6B844FEDE135C1591CBB/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Screenshot #4 : Shows my Defeat screen. 20 Plastic later all is well.
https://steamuserimages-a.akamaihd.net/ugc/1691646846555214659/DAEAAD39D3F2B86FC19B1728DD9605EC78E8BCEE/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
This prompts another thought: every society offers a vehicle, but... what's the point: they would need to be really good vehicles for it to ever be worth buying one, versus simply exploring the map until you find abandoned ones that are free. I think the option HAS to be there, in case of really bad RNG and a player can't find one.
But something should make them at least tempting. It might require nerfing 'found' vehicles: for example, low action points due to problems that can't be fixed in the colony.
So.. whoa. A lot of text here, thank you so much for it to all! There is no way for me to go through each point here, so I'll try and summarize a bit :P
We are still working on improving the Outpost system - I doubt we will ever do a One-Outpost-To-Rule-Them-All -kind of Outpost, but we do have plans on.. well a lot of things related to the Outposts that I sadly cannot talk about more xD Sorry for being a tease, I just wanted to let you guys know that we are not done with them yet :) Oh and as for the Survivor outpost - it should be a guaranteed survivor in about 8 days on the World Map - there is a bit of rounding going in the numbers, and also, despite saying "days" it actually means turns (as in when the APs are refilled etc). So in roughly 4 days in the colony you should have a new survivor in the Outpost.
I'll pass on the feedback regarding the colonist attack values - they were dropped by just a bit, but that might have gone just "over the edge" to cause them to lose too easily. As for the Alarm system - we are working on improving this as well :)
Trade partners are something we have also been discussing a lot - we know that it would be better to always get the basic resources from them, but have not implemented this yet. I will pass on this request to the design team as well :)
So the bandits have different types - there are those that attack people, those that attack buildings and those that do aim for your storage and steal resources. There should be some of each type in every attack - I'll make sure we check the different groups to ensure they are working correctly.
As for the camera being focused on the selected unit - feedback has been noted and I hope we can have a "fix" for this soon - no promises or guarantees, but I am working on it ;)
Ahh I hope that answers most of the things in your feedback - I forwarded this entire conversation to the rest of our team so that they can take a look too!
Thanks all for the conversation and passion for our game, and of course, thank you for playing!
I did finally get the Winter Storm glitch after day 150 with over 150 colonists. Submitted bug report.
Fixed the glitch by Saving the game and just Loading it again.
I find that the new balance at 150 colonists is much better. I am deliberately not building houses until I have the resources to naturally grow. So far so good! No 'mass' die-offs yet!
Screenshot #1 : I Did my food drop down tool-tip and captured colonists standing around.
https://steamuserimages-a.akamaihd.net/ugc/1691646846558452013/3FC5AFE866F81D54824DF3199346DD6AFF3406E9/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Screenshot # 2 : Tool-tip for my Food Storage with available foodstuffs. Notice the starving children milling around.
https://steamuserimages-a.akamaihd.net/ugc/1691646846558452130/B875E12B65B514FBB5ED1ED4687DEB9934616A2D/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
I am building a Sauna because the only other statistic I can think of is that the people are just not clean enough?
Thanks for the reports, I'll make sure to search for them - definitely an odd one. Even if it was about them being unclean, that should never prevent them from going to eat food as the need for food is much more critical than being unclean. I will make sure we get this investigated as much as possible!
Thanks again!
%USERPROFILE%\AppData\LocalLow\Iceflake Studios\Surviving the Aftermath\
on your PC and grab the player log from there? Then use for example a pastebin site and paste it here? This way we will get the full log of what happened when this issue occurred. This log would usually show any errors the game might have experienced when this bug occurred.
Thanks in advance!
Had to look up what a pastebin site was.
pastebin dot com ok with you folks?
Also, to make sure I understand...
Step 1 - Play game until winter breaks it.
Step 2 - PAUSE game
Step 3 - Do the %USERPROFILE%\AppData\LocalLow\Iceflake Studios\Surviving the Aftermath\
Step 4 - Copy all date in the /\ above text
Step 5 - Paste it to pastebin dot com
Step 6 - Link from pastebin to here
Y / N ?
In my current / new 100% difficulty game, I had 2 Skinners running fairly early around 50 population, and they have been producing more fiber than my current population around 75 can use. I had a tailor going early and ofc brought back some coats from the world map - having no clothing trouble this time.
Malnutrition on the other hand... it took a while for me to get the farms going, so it's been Mostly Meat; I lost a few ppl to that. But I don't feel like that needs 'fixing': we have choices in the tech tree, and shouldn't be able to do everything at once.
As for the steps, a small change:
Step 3 - Do the %USERPROFILE%\AppData\LocalLow\Iceflake Studios\Surviving the Aftermath\ -- Go to this location on your PC
Step 4 - Copy all date in the /\ above text -- Grab the file called player log from there. It is a txt file :)
Step 5 - Paste it to pastebin dot com
Step 6 - Link from pastebin to here
Otherwise yes, the steps are correct! :)
I'll pass on the feedback to the rest of our team - no promises or guarantees though! :)