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I totally get your first frustration; and we've heard this quite a lot actually this week. We did some very drastic changes to your actions as a player; mainly we separated personal development and crafts to different panels. We still kept the idea that characters develop themsevles to unlock unique (to their passions) stuff to craft, but moved all of the constructions, doodads and items to another panel called "Crafts" where you'll be able to freely open and craft anything that your characters unlocked as long as you can pay for it. Paths panel will only be used to unlock new traits and develop the character. We have a couple more changes regarding being able to force undrafted characters to attack, haul, loot etc with a simple right click in the homeland, but I won't get into too much detail.
I'm really glad that you enjoyed the idea of speech bubbles and characters having a conversation. I was personally pretty hesitant about that thinking people would not like it too much and wanted to check with a small interaction when the game started, but seems like people actually liked them. I do agree that personalities are a great way to influence and force behaviours like this. There's a trait called "Violent" in the game right now that makes characters fight nearby critters at random times just because they got this personality. I think all of them should at least be on this level where they literally change how the character reacts to his surroundings permanently. I'll definitely focus on that going forward because it creates stories like nothing else, especially more than just stat modifiers and trigger effects.
Information is another problem yes. Since we don't automate very little tooltip in the game right now (like prerequisites, skill effects etc.), it's really hard to keep detailed information intact at this stage of the game because things are constantly changing in terms of balancing or even content itself. So I'm doing the best I can to give you a brief idea on every description by hand, but as things settle down towards the end of the development I think they'll get another attention and an overhaul.
We're currently planning on designing a map called Tutoria where you'll learn everything about the game in a semi-scripted manner if you'd like.
We're also aware of the gamae-breaking bugs that you mentioned are trying to fix em as soon as possible.
Thanks again for your time and if you're still not there, we would like to have you at our Discord (http://www.discord.gg/TFM) for a more agile feedback and suggestion cycle.
Take care Butterlord. :) Glad you liked the game.
What a fantastic response! You answered literally all my questions, the new update you have planned and all the other features you want to focus on sound great! Already excited with the direction this is going in. I actually joined the Discord last night. going to play more right now! Can't wait for the early access. :)
iv tried to play the game several times but as soon as i hit day 20+ i get steam rolled by something. last time playing 2 centars wiped out my entire tribe, the combat is very hard to grasp in this game. and im finding the demo to be very one sided. if you dont give tribute to kor they invade you and kill you with their 100+ hp high dps units. and if you do, they hangout and then demand it again without allowing you to donate. there by causing them to invade again.
im quite happy with the rimworldesk style indirect leading, but at the same time it is a bit of a confusing mess and a pain at times. since they dont reset traps alot. and at times earning "xp" is VERY slow my last failed tribe was up to i think needing 900 XP to unlock tech. and no one wanted to reset any traps for the "food" xp all they did was drop Stool, get dysentery from the river while loving it from the water and then scouting.. could not unlock crafting table since some reason it was perma greyed out on all 9 tribals plus children
so the demo does make it very hard to enjoy the game from those minor annoyances.
ultimately the game does seem interesting and fairly new take on the survival base building stuff. like Dawn of Man went kinda
Remember this isn't even in Early Access yet, and it's got a ton of intricate systems by a small dev team. I'd say cut them a little slack.
Nobody's whining it isn't finished, we're providing our thoughts and feedback which is exactly what the purpose of an open alpha/early access is.