Tribal, merciless, temperate forest, 40 days in.
Building speed feels way too fast for me with wood, steel.
I feel like I was able to achieve way too much with 40 days in merciless.
Also way too much steel around, and steel gets mined super fast. I had standing reserve of 1000+ 2 weeks into game.
Food gathering speed is also bit too fast, I have tons of food and my cook is mostly wandering around even though he's feeding 5 people + 3 animals.
Crafting needs some love already, 1 skill for many different activities, still not enough useful shit to craft.
If colonists cared more about what they wore at each point ("this armor is heavy - 8" / "I need a hat -6" / "wearing nice shirt +2", "wearing shitty pants -3"), had affinity for certain weapons ("I prefer using bows -5/+5"), etc, would probably make the whole crafting game much more relevant and help make the mood game less extreme
Animals follow into building when door hugging, massive difference, boom animals fucking scary now.
Muffalos self tamed after I got first quest in tribal, not sure if intentional, but I finally did first caravan runs and that felt great!
If that could be constant that getting quests add some chance for muffaloes to self tame would be awesome.
At same time my quests are giving me rewards that are far beyond tribal level. I would prefer to be given relevant rewards or at least not be able to do a power claw surgery on day 20 as a tribal.
Maybe random thought, but why does patchleather exist if we dont need to convert all leather to it before creating clothes? is it not meant as another (correct imo) step before crafting clothes?
I find that with tribals I need 2 research benches to make decent progress, and at the same time there's still not enough for my tribe to do in between discoveries. Having animal handling be worth while, or having to actively sustain def options like fire wall / oil wall, water moat with ammunition that needs to be continually created would fill that gap of things to do.
[attachment deleted due to age]
Building speed feels way too fast for me with wood, steel.
I feel like I was able to achieve way too much with 40 days in merciless.
Also way too much steel around, and steel gets mined super fast. I had standing reserve of 1000+ 2 weeks into game.
Food gathering speed is also bit too fast, I have tons of food and my cook is mostly wandering around even though he's feeding 5 people + 3 animals.
Crafting needs some love already, 1 skill for many different activities, still not enough useful shit to craft.
If colonists cared more about what they wore at each point ("this armor is heavy - 8" / "I need a hat -6" / "wearing nice shirt +2", "wearing shitty pants -3"), had affinity for certain weapons ("I prefer using bows -5/+5"), etc, would probably make the whole crafting game much more relevant and help make the mood game less extreme
Animals follow into building when door hugging, massive difference, boom animals fucking scary now.
Muffalos self tamed after I got first quest in tribal, not sure if intentional, but I finally did first caravan runs and that felt great!
If that could be constant that getting quests add some chance for muffaloes to self tame would be awesome.
At same time my quests are giving me rewards that are far beyond tribal level. I would prefer to be given relevant rewards or at least not be able to do a power claw surgery on day 20 as a tribal.
Maybe random thought, but why does patchleather exist if we dont need to convert all leather to it before creating clothes? is it not meant as another (correct imo) step before crafting clothes?
I find that with tribals I need 2 research benches to make decent progress, and at the same time there's still not enough for my tribe to do in between discoveries. Having animal handling be worth while, or having to actively sustain def options like fire wall / oil wall, water moat with ammunition that needs to be continually created would fill that gap of things to do.
[attachment deleted due to age]