- Defeating a mech cluster now gives a mood boost to all player pawns on... Read more
Hey there. So this is supposed to happen if Charlon's ship is there, and you are not on the map, and an enemy is on the map.
But you say it just happened randomly while you had colonists on the map? Can you confirm exactly what happened that led to this occurring? It definitely could be a bug, and we will investigate.
A more realistic way would be to calculate temperature per square instead of per room. That way, breaking a wall wouldn't immediately make the room safe, and standing close to a fire outside would be more dangerous. Maybe too much computation?
Too much CPU, yes, but it's also incomprehensible for the AI.
This was actually fixed yesterday just after we locked the build. The fix will be in the next update, limiting such situations to 100 animals max (it chooses stronger animals as needed to maintain the threat with fewer individual creatures).
This is really relevant feedback, I appreciate you taking the time to write it.
We are definitely working on some new content, as I've outlined before. Some of what we're working on does enable more non-royal play paths.
That said, I don't think every play path needs to be equally difficult/easy. There are 3 ways to treat the Empire (or any other faction): Ally with them, neutral, or enemy. It makes sense to me that player might be choosing different implicit difficulties along these three paths, similar to how some biomes and scenarios are just harder than others. That said, it would be best if none of the major paths felt starved for content, even if they are more difficult. We're working on things that go in that direction.
A few minor replies to single points.
Imperial settlements are just ground outposts; they live in their fleet. So I think it's justifiable for their settlements to be quite minimal. It's not London; it's Jamestown. That said it's also true that settlement a...
- Monuments can now be sastisfied with any floor type instead of requiring specific floor types.
- Monument generation has been adjusted to make monuments more dense and consistent.
- Reworked how quests decide whether to appear based on player progress to solve an issue that would cause quests not to appear for a long time at lower populations on certain difficulty settings.
- "Choose rewards" window renamed to "Reward preferences". Added explanation at the top of the window. Increased height of reward prefs window.
- Man i... Read more
I love the attitude!