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https://steamcommunity.com/app/858810/discussions/0/6629936675069607789/
https://steamcommunity.com/app/858810/discussions/0/6087244427733887263/
:)
Hehe...
https://steamcommunity.com/app/858810/discussions/0/3873717500285293885/
All good stuff. :)
At the moment Madruga's focus is still on their new game, The Mobius Machine, having recently announced a roadmap / working on a new content update for that game, and this is of course entirely understandable. Any new game deserves at least a few months' tweaking and fine-tuning in line with early feedback... Whether it's worth several years' effort -- as was the case with DoM -- is another matter entirely. Mobius is not my style of game at all so I'm in no position to offer an opinion either way.
I'm so 'bad' in this department that I only made a mod of DoM, not a whole game, and I'm STILL tweaking it after several months. So much that I've began to worry whether or not players are getting updates downloaded whenever I upload some changes.
Am getting closer to making maybe 3 more custom maps to it too.
Then let the game timeline continue into the Roman era.
animal pens/fencing - we built walls for us to protect us.. we did the same for our animals, this would also keep materials in one place, milks, skins, meats, wool, which is currently gathered where it stands and stored in closest available slot.
butchery / slaughter house. - again as eras progress especially in late game id of expected such.
domestication - trees we want to plant trees we can use, currently we only have fruit and nut, Tannin tree farm would be nice.
-birds new building coop
- bees new building honey farm + perhaps gardens dual purpose - social happiness - bees production
Medicine - all the way back to shaman healers by the iron age we understood enough of plants to save a fair few perhaps make it a building shaman house, later alchemists - a way to fight against losses to infection and disease.
Cats i would place in tech tree next to/near to thatching ready for granaries add in chance rat encounters and make them devastating to stored grain.(something to do between raids/ a new headache)
light water craft for transport, commute across lakes, hell it can be a drag raft ferry - rope(potential new material from horse hair) and logs or log canoes. because bridges sometimes cannot be long enough :(
Tavern - bronzeage / iron age - social happiness structure eat/sleep/drink, fed by breweries. can act as population over spill while new housing planned
running low on thoughts for inside town.
so outside
Defensive - Iron age - moat digging and draw bridge. so we can funnel enemy attacks
fortified wall, stone towers.
dedicated wolf spawner.. dens, penalty reward system. remove it no more dogs, leave it lose wild animals to the pack, risk attack from pack no limit on pack size, its your task to limit the pack. livestock + children priority targets until attacked, react defensively.
same for hyena. target priority All.
lion prides. ""
dependant on world location to amounts spawned.
when one is removed a new one should spawn else where, before extinction only.
this will add something to do instead of just waiting for raiders(another head ache to play with).
Finally horse back hunters to chase down faster animals. add craft option for saddles 2 storage slots. 2 leather.