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I noticed this as well. My assumption is that this was a bug and crafting was not intended to be increased. It seems like everything overall was suddenly on steroids after the update but it has since been restored to normal after the small update today.
I feel that it is overall better for the game that it was returned to normal because (for me personally) it felt like everything was happening so fast that it made it feel like it didn't matter.
Edit: Official comment from HopFrog: https://twitter.com/_HopFrog/status/1218750412162883584
- Buildings slow? Upgrade to nuclear tier!
- Nuclear tier buildings need fuel.
- You get fuel ingredients (uranium + toxic sludge) from void or by upgrading to nuclear tier tools/weapons.
- Toxic sludge is the limiting factor, uranium is plentiful. You get ~50 sludge per 5 levels in the void, and need 10 to craft ONE fuel.
- Nuclear tier sludge drops are near-negligible, unlike the slime/coin drops from the slime/gold tiers. I went full rampage killing and farming everything in my full map for 15 minutes and only managed to get ~20 sludge.
- One fuel bar lasts ~2-5 minutes, depending on whether you proc industrious boost or not.
- Git gud grinding for fuel lol --developer (?)
- all dungeons (everything giving a seal) don't proc feats nor steam achievements
- artefacts not working (exemple you get the lantern but it's nowhere to be found)
After I got to nuclear tier... I kind of felt that getting the tools is all you need, I just waited through the crafting for hours to get all the tools and accessories.
In the end I thought, ok let's upgrade the forges and factories... After upgrade I realized that nuclear update is kind of pointless.
Maybe everything should work as normal without fuel and get the boost from fuel only if there is some fuel in the system and not deactivate full building functionality when not having fuel.
But well, felt like the nuclear structures is something that made me not enjoy the gameplay. I do not see the point of grinding sludge just to keep machines running for resources I actually do not need.
One quarry, 2 mining rods seemed to be enough to keep up with providing iron and gold to furnaces while I was buying map tiles. I got to going to void after I had all the skills and all the map tiles bought and solved. Have done void 2 times total and do not see any more reason to go there, unless I want to make more nuclear fuel to keep nuclear structures running to produce more fuel for them.
Quick tests after 4.0.2 and bugs that still seem to exist:
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- Stardrops still NOT dropping (or at least very very much less than 3.0.4) I have had one stardrop in 33 levels, whereas before I think they dropped at least every other night.
- Dig spots still congregate under flowers in desert biome -- every flower in desert has a dig spot which seems to limit dig spots in other biomes (at the moment worlds I have created after 4.0.0 only have grass, desert and graveyard biomes, so not sure if winter and fire biomes will have any different/additional effects.)
About toolbar
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The OP also mentioned that the toolbar was changed AND that the toolbar should append items AND not change the order - BUT changing order is how it worked in 3.0.4 - so it is not really a change.
What is a change is the fixed ORDER of tools/weapons on the toolbar, sword & bow used to come after hammer, now they come before. BUT this is a good change, hammer should have less priority as sword and bow are more used -- I personally like the toolbar order in 4.0.+ better. (In fact the ability to remove tools is great, like removing the hammer once you get autoheal for buildingsl.)
That said, as a PC player, I use the number keys (1,2,3,4) for the main tools/weapons (pick, shovel, sword, bow) on the toolbar and scroll for other things. It would be good if the number keys always selected the same things for at least the LOW number keys even when you do not have all of the items crafted. i.e., Currently, if you do not have the shovel, the sword will be number 2 instead of number 3... and you finger memory can get screwed up when you eventually do craft the shovel. Appending would also solve this issue.
It might be better to just allow us to assign numbers to particular items on the toolbar and then order is less important. (Not sure if this affects controllers - as I have not used one - but IF you allow shortcuts through the D-pad, then this could also be assigned.)
Feelings on 4.0.+ patch and Forager in General
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The 4.0.+ patch is leaving a bad taste and since I have been a recent purchaser and getting prompted for a review -- I have an itch to give it a negative review -- even though my first play through was pretty good on 3.0.4.
IF the game was in early access, bugs are to be expected, but this many bugs after release feels like maybe you should get a beta program set up for new releases.
Lastly, PATCH NOTES!
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Please release patch notes for BUG releases such as 4.0.1 and 4.0.2 and future versions. It would be nice to know when an irritating bug is supposed to be fixed instead of having to test each patch and get irritated again.
There is a PINNED official patch notes thread in the discussions which does not seem to be updated for a long time. The wiki also seems to have patch notes for versions before 4.0.0. But recent patch notes (4.0.1, 4.0.2) seem to be missing or maybe they have been posted somewhere else?