I made it into the second eclipse in about an hour and a half, then ran out of time to play it more.
* Was lucky enough to have a geyser near me for the first time, I made good use of it and it changed the dynamics of the power management a lot.
* Text description on actions is a huge improvement!!! Now even when icons look similar I can quickly figure out what's what.
* Power visualization is great
* Had 3 new joins right out of the gate, very weird, seems like it's going to be easy now. It was.
* Was able to fairly easily fight the fire from a boomrat by selling walls on fire and telling my workers to cut the grass under the rest. Unlike before they did not catch on fire while cutting the grass.
* Needs to be feedback when you try to give a prioritization command on an item but can't because another worker has already been told to work on that item
* Traded a fair amount of food (but not more than I had), ended up with negative food.
* When a colonist swaps weapons, the one they dropped will be forbidden, doesn't make sense
* Actually I don't understand why weapons are forbidden by default in general
* Autosaves - great for when the game crashes
* Blasting charge did not clear debris, I was disappointed
* Hydroponics plants should say how much light they are receiving if they are not getting enough to grow, otherwise you have to go with overkill on the sun lamps.
* I would like a storyteller that ramps up the difficulty more aggressively, Cassandra is perfect for the first play but way too easy after that. This will increase the longevity of the game.
Overall I think you've improved the approachability of the game significantly, probably a lot less people will bail in that critical first hour of play when you make a public build.
I attached some screenshots, one half way through, and the other before I stopped
Side note: please increase the attachment size if you want reasonable images =)
[attachment deleted by admin: too old]
* Was lucky enough to have a geyser near me for the first time, I made good use of it and it changed the dynamics of the power management a lot.
* Text description on actions is a huge improvement!!! Now even when icons look similar I can quickly figure out what's what.
* Power visualization is great
* Had 3 new joins right out of the gate, very weird, seems like it's going to be easy now. It was.
* Was able to fairly easily fight the fire from a boomrat by selling walls on fire and telling my workers to cut the grass under the rest. Unlike before they did not catch on fire while cutting the grass.
* Needs to be feedback when you try to give a prioritization command on an item but can't because another worker has already been told to work on that item
* Traded a fair amount of food (but not more than I had), ended up with negative food.
* When a colonist swaps weapons, the one they dropped will be forbidden, doesn't make sense
* Actually I don't understand why weapons are forbidden by default in general
* Autosaves - great for when the game crashes
* Blasting charge did not clear debris, I was disappointed
* Hydroponics plants should say how much light they are receiving if they are not getting enough to grow, otherwise you have to go with overkill on the sun lamps.
* I would like a storyteller that ramps up the difficulty more aggressively, Cassandra is perfect for the first play but way too easy after that. This will increase the longevity of the game.
Overall I think you've improved the approachability of the game significantly, probably a lot less people will bail in that critical first hour of play when you make a public build.
I attached some screenshots, one half way through, and the other before I stopped
Side note: please increase the attachment size if you want reasonable images =)
[attachment deleted by admin: too old]