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2. I am just guessing but that maybe the extra-fee you pay for ordering from the counter instead of buying from a visiting trader.
3. the left one is the general skill-proficiency like cooking, tailoring, gardening, the right one the proficiency with that particular item.
The item one is usually way more important but the general one gets applied to all items from that craft, so if you are for example a master-smith your first tries on a new item will be at least somewhat better then those of a total novice.
5. From what little experience I have the tier seems to affect the range in wich their starting skills and wage can be, in general its seems they are RNG so a lower tier who rolled well might be better then a higher one that didn't, but I guess with more then two or three tiers available it shows better.
Wage seems to be RNG also, not really affect by their starting skills. Like you might find a really good employee who underestimates their own skills and sells themselves short in wage-negotiation.
7. I guess you know that already and mean MORE freedom to change the camera, but just in case: you can rotate the camera by mouse while holding the right button and the camera zooms in and slightly shifts the angle by using the mouse wheel.
I shouldn't have to go find a youtube video to work this out - some simple tooltips or even a just a help page would make it a far more enjoyable experience for me.
Pretty much what I expected then. Was that ever explained, or did I just miss it?
Haha, when you put it that way, it suddenly seems a lot less silly :)
But yeah, employees seem really RNG-heavy. Doesn't help that you can only compare new potential employees with your current employees' level, rather than their base. Makes it hard to judge it's worth swapping them out.
Ah, perhaps I wasn't entirely clear. I was specifically referring to the camera in 'Build' mode. The camera does indeed do exactly what you said in regular play and when placing down furniture, and it's great. Placing *walls* on the other hand, is a bit more finicky.
It's a bit hidden away, but these are actually explained in the 'Unlock' menu. The icons with green arrows indicate whether the furniture/decoration can be placed inside, outside, or both - as well as tell you how much that affects the furniture's appeal. Some pieces are more effective outdoors than indoors, and vice-versa.
I guess the general one and the item-skill are just added together, at least when I last looked at it in more detail (some patches ago) something like
general skill: 5, item skill: 0
had about the same chances as
general skill: 0, item skill: 5
Haha, when you put it that way, it suddenly seems a lot less silly :)
But yeah, employees seem really RNG-heavy. Doesn't help that you can only compare new potential employees with your current employees' level, rather than their base. Makes it hard to judge it's worth swapping them out.
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Yea some kind of base stat comparison would be helpfull, I am also kinda curious how the leveling up works. Like:
-do all employess get the same increase with level up?
-is the increase a percentage, so would bigger base stat also mean bigger increase?
-does the tier affect the increase per level?
Guess I have to invest some time looking at that, unless a dev could shed some light on that.
Ah, perhaps I wasn't entirely clear. I was specifically referring to the camera in 'Build' mode. The camera does indeed do exactly what you said in regular play and when placing down furniture, and it's great. Placing *walls* on the other hand, is a bit more finicky.
[/quote]
Oh yea, sorry, building mode has a fixed angle, but I have to say since its straight from up down, I actually didn't have problems placing walls, would rather say its about the ideal angle for that kind of placement. So since I am curious what are the issues you have there?
It's not so much placing walls, as it it *re*placing them. Mostly the front wall of your store, as well as any walls that have shelves and the like hanging from them. In my experience, those objects seem to take priority over the actual wall, making it very finicky to click on it.
With enough wiggling of the mouse you'll eventually get it, but being able to angle the camera a bit so you have more surface area to click on would probably be quicker.
Or just remove hitboxes for anything other than walls in build mode, I guess. Probably even easier a fix.
Sometimes it is a bit strange in that regard like deleting something on the ground next to the wall when you remove the wall (so the item should actually have more space), but usually that can be avoided by moving the item away, deleting the wall and then moving it back.