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I know this isnt real life. Im just using it in this case. We do use scaffolding in real life. Maybe make them add that temporarily to get up and put it away when going back down.
But ONLY have this for building stuff, so scaling walls isnt like that.
I also just hit a dungeon today and the enemy just kept hitting my villager that was crawling up the wall as i was trying to get them away, since they choose the wall instead of the chairs i built for them.
A good analogy would be how much people hate manually planting and harvesting crops. I added the farm room to automate this and will be adding the arboretum to automate tree planting/logging. If people hated the process of planting/harvesting, I truly don't see them enjoying the experience of placing scaffolds.
Auto-placing scaffolds doesn't seem like a great option either. It would slow down building a lot as every level they'd have to go they would need to build the scaffolds first. And then what, they have to remove them after? Does the player? How would the AI even know when to remove it? Then it introduces the 'realism' question of, oh, my settlers can place scaffolds to move around when building, why don't they just do that all the time? Why do I need to even put ladders/stairs down?
In any other case they wont be able to scale more than 1 layer max?
There was an old game called "towns" (if my memory serves me right), same genre as OddRealm and DF...which had the builders place temporary scaffolding when building very high structures and take them down when done.
It worked pretty well imo. The builder would place the scaffolding all the way to the top ...build the structure...then remove the scaffolding from top to bottom.
It was purely aesthetic since the scaffolding cost 0 resources to make and was deployed and retracted in relatively short time.
Toons in said game lacked the ability to "climb" but instead could "jump" 1 block high (same thing, different visuals)
I'm sure that with a few tweaks (since toons can climb)...it would be a nice QoL feature for OddRealm as well. :)
Edit: Apparently "Towns" was the correct name...the game is still (?!) on steam...even if it hasn't seen an update that brings it closer to v1.0 since 2014.
The pathfinding for using stairs/ladders over natural terrain does need a bit of fixing, since right now my playstyle is either "don't build stairs at all since they'll never use them" or "cover the map with so many stairs my settlers can't possibly miss them."
Thus far only entirely roof-covered rooms serve as a deterrent for enemies. Building a wall around camp can help slow enemies down though, especially if the wall is very high. Enemies seem to climb at the same speed as your settlers. With how combat is in this game, I think that's enough. I do think emphasis on properly using/locking doors is fairly important though.
The first time I accidentally aggro'd a dungeon and realized the enemies could climb right out my mineshaft...well it was pretty much a settlement-wipe. Ever since I've boxed in my tunnel entrances with walls, roofs, and lockable doors, so once my settlers climb out I can lock up and have some time to prepare for a fight.
Noone wants their toons to be able to do less.
But when the climbing ability is paired up with laser-sighted pathfinding AI (for some bandits) things like fortifications etc become obstacles for your toons to stumble upon (toon pathfinding is questionable at times)...since the AI will make their way to your weakest point of defence without second thought.
Its a behaviour that can be exploited by leaving obvious gaps for the bandits to go through...or even blocked if you take a different approach to Pythia's advice to the Athenians. ;)
Climbing needs to be "nerfed"..because it is forcing other parts of the game completely out of the equation.
(the dev(s) are considering adding the ability to smooth wall blocks, making them unclimbable..which makes sense for soil etc..but you would expect certain wall types to be smooth by default..)
But even that wont completely solve problems regarding enemies completely with mines i think.
Not that many of the in-game walls would be completely unclimbable IRL.
Dirt you can punch a hole through/ Bricks & boards can be misaligned /Engravings can be used as footholds.
It would make more sense if different materials had different "climbing penalties"..ranging from those that can be scaled without further penalties(dirt) to those that cannot be scaled at all (smooth stone).