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There's already the bridges - that can be quite large, at that! - showing up on the islands. Perhaps those could function as a natural point where our workers can start tearing down trees, and thus giving them a purpose beyond simply aesthetics. Or perhaps even a building of some kind that, once built/purchased, will allow us to put marks (at triple the cost, perhaps, to encourage people to clear the 'usual' way for the sake of profit) on trees in the middle of a forest.
This is my preferred solution. I'd say don't tie it to a building, but rather just let us cut down any tree for 5 Coins anywhere in the forest. Trees at the edge of the forest (the ones we can currently cut down) would only cost 1 Coin, as normal. Cutting down trees would reduce in cost as they move closer to the edge of the forest - or rather, as the edge of the forest moves closer to them. You can then introduce either a Hermit or a Structure which reduces the extra penalty from 5 Coins for trees in the middle of forests to 3 coins, as you proposed.
I suspect the underlying issue here is mechanical, however. I'll do my best to be polite about it, but Kingdom's codebase isn't very clean. Off the top of my head, there are significant race condition issues with auto-placing buildings (catapult/spearment/etc.) in response to building walls, occasionsally causing build to spawn on top of each other or disappear entirely until walls are rebuilt. The game appears to attempt to enforce some kind of "parcel division" on the map, and that division can fail spectacularly in some cases.
All of this is to say that I suspect forests may be saved as a single "parcel" with the game lacking the codebase to subdivide them into multiple "parcels" if trees are cut down in the middle. The artwork may also not work very well for forests receding from the middle. I worry that this is a more complex issue than one of pure design. Sure, Kingdom has deliberately slipshod design in a lot of places, something the developers see as part of its "charm." I'm willing to meet them half-way, but never-ending forests have simply become a progression-stopper for me.
Yeah, I remember reading that in the patch notes. I for sure thought this meant putting hard limits on the size of unbroken forests as well as on the frequency of non-buildable parcels. I replayed the game almost entirely for this reason, in fact. I will say that the generation algorithm for interactive elements like tower bases, wall bases and streams is much better. I've not run into any instances of 10 miles without a wall base like it used to be back in the day.
Back then, I'd often find, say, the Beetle cave followed by a bridge followed by the Lizard cave followed by a birdge followed by the Iron mine followed by a bridge. Because nothing cna spawn on top of these, this meant I couldn't build anything for nearly a full day's worth of travel. That hasn't happened to me since the patch. Large parcels like bridges, huts, mines, mount spawners and such - those are spaced out by neutral ground pretty well. Tower and wall bases and streams usually spawn there, as well. The distribution of those is pretty good.
But forests... Yeah, those are just as bad as ever. Like I said - my Island 4 rolled with unbroken forests from my town to the edges of the map. In fact, it was functionally impossible for me to even attack the forest from the other end, because the last few trees were so close to the Cliff/Dock portals that workers wouldn't touch them until those portals were broken. I don't know if this is a bug or just bad RNG, but it pretty much ended my run. I CAN deal with it, but it's just such an unpleasant slog that I can't bring myself to bother.
I thought about this myself, actually. Mechanically, it would be a neat compromise. Carrying Hermits is slow and dangerous, so it's a nice counter-balance for what would otherwise be very cool utility. The problem is that a Lumberjack hermit would require a new Hermit hut which needs more space on the islands, plust it would likely also mean an additional Gem cost. We already have 3 gems fewer available to us than the cost of all gem items combined (35 gems vs. a total cost of 38). Adding more hermits means some mounts or statues end up falling even farther behind in terms of usefulness.
Personally, I feel this is the reason why Dead Lands Monarch unlocks don't cost gems - only coins. With three additional ones besides Miriam, that would have increased gem costs by +3 at least, which the developers seem to have considered unbalanced. Now I'll be perfectly honest here - I don't like the "finite gems" system in general as it needlessly locks some of the game's cooler toys, but we still have to consider it.
Back in the day, when I proposed an idea for decommissioning towers, I used the Banker for this for this exact reason. It's something a Hermit would normally do, but I didn't want to introduce a new hermit.
Agreed. That's what I did on Island 2... And Island 3 :) I had massive forests on those, too. In fact, my Island 2 reset once on me, so I had to clear it twice. Neverending forests on both sides on Island 4 is where my patience ran out, though. Sure, on the previous islands, I did knock down a Merchant camp on one side and a Vagrant camp on the other. I made SOME sacrifices. On Island 4, however, I knocked down two Vagrant camps (one on each side) and still had forests for miles, covering three portals all the way up to the end of the island. My only option there would have been to knock down ALL Vagrant camps, at which point I basically lose the game then and there.
I sincerely believe that either forests need to be given some maximum unbroken length limit, or else we need to be given tools to cut into them from the middle. Or, I actually had a roundabout suggestion in that other thread. Basically, let players rebuild destroyed Vagrant Camps, and potentially let players upgrade them with Stone and Iron some. To me, it makes sense that I'd be able to secure my own supply of people within my own borders, rather than trying to cut around it, leaving it surrounded by 2 trees like a nature preserve.