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Been awesome so far! Just completed year 1
The script to that can be found below:
By far one of the most interesting additions implemented in this beta is energizing friends. These include farm animals, Turrets, Scarecrows, Drones, and spouses. Upon being energized they will perform their tasks faster and more frequently. This change is absolutely great, since it makes friends far more productive than ever before. And it’s great that many of the new upgrades focus around this new concept.
Regarding items, let's begin with something simple. The various items that simply give you more followers are, while simple, very great. Mud Pit, Egg Carton, Matryoshka Turret, and the like are fitting to have. I’m kind of surprised these didn’t exist already. They are especially helpful when you get them early on, since you’re suddenly given a major advantage. I don’t think any of them need to be changed honestly; they’re just fine as is.
I love the addition of the flowers from various items. They are such a great extra way to make money, effectively allowing you to make profit from untilled tiles. Regarding the creation of flowers, I would say that one item is definitely superior to others. Pollen Blood seems to be the best one from generating the most flowers. And while the other ones certainly can, such as Hipbees and Spring Chicken, they don’t do it quickly enough to compete. Pollen Blood also has the advantage of not relying on farm animals to function. Enemies will always appear throughout the run, so it’s not surprising that this item is effective. Because of this I believe Pollen Blood needs to be nerfed or other means of gaining flowers buffed. Preferably the former, since I don’t know how the latter items could be buffed.
And of course the flowers are pretty while all over the farm. I kind of wish that the flowers were based upon the ones in the achievement garden though. That would be really cool to look at. Perhaps those could appear as rare flowers that are worth more? Hell, that could probably be an item of its own, and would fit right into this new lineup.
I really like the upgrades that add Turrets to the backs of cows and pigs. Excellent way to directly weaponize both of these farm animals. Not to mention they look really, really funny. The main problem with them though is that they power-creep on Turrets. This is especially true with how they also benefit from Turret upgrades, such as Turret Growth Aura. So because of this it’s less preferable to choose Turrets from camps once you have gotten either one of these items. Perhaps they could be nerfed by making certain upgrades only benefit Turrets and not the ones on farm animals?
Sling is definitely one my favorite items added. It’s just so amazingly great, due to how quickly it can potentially deal free damage. Once you start picking up fertilizer you can go on a killing spree, clearing camps easily. But I might actually suggest nerfing this item a bit. The amount of damage it deals overall is a bit much, so it would be best to tone that down a bit. I would also suggest changing the sprite of the bullets it fires, since they look identical to the ones from the Spud Rifle. Changing them would just make the item more unique.
One of the other changes I’ve noticed is the buffs to the pigs. Now they seem to till and break open crust much more frequently than before. With this change you can gain more land more quickly than before. This buff to the pigs is well appreciated, since before they were considered one of the weakest farm animals. But now they are definitely a lot stronger, and perhaps among the best.
I want to discuss the truffles versus the cows milk. Personally, I think that Nasal Spray is considerably stronger than Glass Bottles. It’s simply worth a lot more overall, at 200 Cashews against 60 per collectable. And this fact shows, since these two are usually pretty close on the daily tally. Adding these numbers up, milk comes at 4,500 Cashews with truffles close behind at 4,200. This certainly isn’t that large of a split at all. This wouldn’t be a problem if it weren’t for the fact that Glass Bottles is a Pupa upgrade and the truffles aren’t. Because of that this imbalance doesn’t really make sense. So I would recommend either nerfing Nasal Spray in some way, buffing Bottle, or swapping the pools around. Doing any would help to solve the imbalance between them.
Then there’s Snot Nose. Honestly, I’m kind of conflicted on this item. On one hand, it effectively allows pigs and hogs to indirectly water crops. This is a pretty reasonable idea for a buff. But on the other hand, I kind of feel like combined with other items this only makes pigs too versatile. It seems like pigs have a ton of abilities now, and I’m not sure if that’s for the best. Other farm animals also received new items, but either not as many nor as strong. So take from that what you will.
Mysterious Flower feels odd to me. It doesn’t open up that often, and the amount of fertilizer given doesn’t feel like enough. It’s beneficial at the start, but loses its prime pretty quickly in favor of other fertilizer sources. So I would advise increasing the amount of fertilizer it gives each bloom and make it open more frequently. But because of how it revives you, it's justified being in the Pupa pool. So changes might not be necessary because of that.
Pumpkin Head is a great addition. Spawning free pumpkins in the eight tiles surrounding scarecrows is a fitting buff to scarecrows. This is due to how they are based around defense, and the pumpkins only enhance that. It also makes scarecrows a source of free profit, due to the value of pumpkins.
Atomic Orchid is easily one of my favorite additions to the Pupa loot. A free upgrade each day is literally Daily Orchard but enhanced. Likewise, Silk Fur is also one of my new favorites. Being able to energize farm animals on command is simply great. Both items definitely deserve a spot in the Pupa loot because of their perks.
Turret Stakes is an interesting and useful concept. Being able to plant Turrets and Scarecrows anywhere on the farm is extremely useful. It makes it so that you don’t have to sacrifice farmable land for the sake of defense. Not to mention having them further out helps to kill enemies quicker. However, I don’t know if it’s necessarily worthy of being in the Pupa loot pool. It is certainly strong, but I’m not sure if it’s that strong. So take that as you will.
Hotwire was greatly changed in this update as well. Now it has a 50% chance to deal damage when used before a tractor is recharged. So this means you can technically still let your tractor recharge naturally or through other means without potentially getting hurt. I am greatly in favor of this change, as it solves one of the biggest issues I had with Hotwire. Before, it rendered several items redundant, due to constantly keeping a tractor fully charged. But now that’s no longer the case, making these items more useful overall. The change to 50% to hurt makes sense because of this. So ultimately I greatly appreciate this change, and don’t think Hotwire will need to be altered further.
The two new scrolls are also interesting as well. Flower Shower has an interesting ability to leave the soil wet after its effect has ended for a while. And that alone is nice, since it means a bit of watering will be skipped for the next crops planted. I also appreciate how it will grow flowers. That’s just a nice fitting addition to this scroll that sets it apart more. So with that I don’t really have any suggestions regarding its balance. It just seems fine as is.
As for the other scroll, Anemochory Aurora, I think it’s a bit strong. It provides a ton of free roses and pumpkins, far more than I think is good for balance. This is likely intentional though, due to how the cost of romance has increased. Likewise there’s more expensive items available from the Rose Market. But I would still suggest toning this scroll down a bit, since the amount of roses is still a ton.
Perhaps one of the most complicated things added in this update is the new tractor. The Motivator Tractor has a lot of perks to it, more than most other tractors. These include temporary invincibility, energized friends, fertilizer and seed drops, and holding an extra charge. This tractor also appears to recharge faster than others, allowing it to be used more frequently. All of this is certainly a plentiful number of perks, and far more than any other tractors. While it doesn’t sound too strong in theory, in practice it is in a way. The majority of this stems from how quickly this tractor recharges. This allows for all of the perks to be used multiple times in a single day. So I believe this alone could be toned down in itself.
Concerning the main perks, I would say there are too many. This tractor just does a ton overall, so removing at least one perk seems justified. But which one should be removed? Personally I believe the energizing animals and Turrets should remain. It’s probably the most interesting perk this tractor offers. It also makes the most sense for the namesake to keep that.
The invincibility I believe should also remain. Like the energized ability this is just one of the most distinct, main appeals, since no other tractor has this. Not to mention that the Invincibility is extremely useful when timed properly.
The ability to hold two charges should remain, since once again I find it as one of the main appeals. It also just makes this tractor easier to use in tight situations.
Something that is not unique to this tractor is providing seeds and fertilizer. Those two things can already be found in the Sprinkler and Wood Chipper Tractors respectively. So because of how the Motivator can do this as well it power-creeps on those other tractors, being better combined with its other perks. So due to all of that I would advise removing this perk combined with making it recharge slower. With this, the Motivator will be better balanced.
However, there is one item that I don’t know should be around. Fume Additive energizes all friends when a tractor is used. But that’s also something the Motivator is supposed to do. So having this item kills one of the main appeals of the Motivator in the first place. Because of this I would recommend changing this item to not power-creep on the Motivator.
The Deervil is also a great addition. Reminds me a lot of Sho'guul from UnderMine, since they both have the same idea. The various options are all interesting in their own right. I haven’t used them all, since it’s hard to get and properly test them.
The Hamsters upgrade is interesting. The upside is simply amazing, since you can literally just fertilize everything. The downsides work well to balance this out. The wasps really slow you down, making it harder to clear camps or even farm crops. It really adds a certain level of multitasking you will have to consider if you want to utilize this item. And of course, it ends when you take damage. I would say that it’s only really useful after you’ve already obtained a plentiful amount of valuable seeds. Otherwise it will just slow you down more.
Irrigating Moles is also a new upgrade. I love the pun in the name. It’s just so clever. Honestly I don’t know what to make of it. It’s quite useful by rendering other means of watering unnecessary. So the downsides of losing the ability upon taking damage and abundant moles make sense. Frankly I don’t have much to say on it other than that.
Nitro is probably the one that is the most risk/reward. With this all crops will grow 10x faster, but burn when thirsty. This can be useful to quickly grow enough cash for the rest of the season, but you will always need enough means of watering to counteract the burning. As long as you do it’s great, but otherwise it’s not. This item also doesn’t pair well with fruit trees or sunflowers. Fruit trees will just continuously take damage because of the flames. And for sunflowers this item literally renders them literally redundant. With this they just instantly die as soon as they’re planted. Hopefully this item will be changed to fix that.
Reptilian Solstice is by far the least risky Deervil upgrade I’ve found. In exchange for the duration of the next day being doubled you’ll get chased by a lizard. Honestly that downside is not that terrible, since it’s only one at a time and can be killed. I want to say that it might be best to make that downside a bit more severe, but then again the item is only effective for a single day.
The item pool has also been reorganized. Chill Beets and Early to Rose are no longer part of the Pupa loot. Fitting, since I never found these items deserving of that spot. I kind of wish this applied to the Double-Edged Watering Can, since I don’t find it especially great. Gourds are no longer exclusively obtained from town. This just makes these a lot easier to obtain, which is fitting due to how their strength is in numbers.
I like the changes to the flower merchant. Now they sell farm animals and drones in addition to their previous stuff. Perfect change to spend excess money throughout the run, especially now with Cashews being more abundant. It also just makes this shop more helpful in the late game, since getting farm animals is more important than seeds later on.
The Rose Market has also undergone an excellent change. It now primarily acts as a reliable source of boss scrolls. The previous exclusives are now a part of the normal pool, making them easier to find. This is an excellent change, as it makes the Rose Market more worthwhile and no longer values these specific upgrades.
One of the biggest and perhaps most alarming changes is doubling the health of Corpse-a-Copia. At first, this sounds completely absurd. “Why on Earth would you even consider doing this?” That’s what I first thought when I read the patch notes. This made me worried what it would mean for fighting the final boss. After all, the fight already took some time to beat, so what would that look like now?
But after doing a run on Year Ten I figured pretty quickly why this change was made. Because of the changes brought in this update it is easy to get a lot more land. And with this you can plant a lot more crops at once, letting you kill the boss faster. So because of this I understand why this change was added, and I no longer have a problem with it.
As a whole this update does a great job at simultaneously providing more profit and more things to spend money on. There’s just so many more means to acquire more currency and more to spend it all on. In addition, this update makes the end of the game a lot less boring. Before it was a bit of a slog, since you didn’t have much to do after clearing all biomes. Now it’s an action packed race to pick up all of the flowers, milk, truffles, and more before time runs out. It’s just a lot more engaging than it was before.
There’s also just a lot more synergizes now than there were before. So many of these new items work well not only together but with pre-existing items. This just makes the runs more interesting and feel less repetitive and stale each time. So despite some minor changes needed, already in its current form this will be a fantastic update.
As a final note, I do hope there are plans for more achievements. For the ones that will be added, some of them should revolve around the new flower mechanic. Something like having X amount of flowers harvested or planted at once could work. But I definitely think there are more unique ideas than just that. Other than that though I don’t have very many more suggestions for new features.