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Olli Majaluoma

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  1. I have thought the same. In harvest -tool you can choose it to harvest only trees or stones. This thing would be fixed if you could also make it harvest only spores -Olli
  2. Hi Stray fawn studio and community, I have now "finished" the game two times with different style of strategies and have to say that this game is such a gem! I know there are still things to come, but even now it was really enjoyable to play for 16 long hours. I game I started the first game with the easiest mode, guidance was good. After two hours I quitted and started a new game, because I wanted a challenge. Next two games were about 7-hour long games in most challenging mode without saving. II game Second playtime I didn't research Onbu hurting tech because I didn't want to. Start of the game felt well balanced. I needed to react Onbu's movement and research tech while doing so. Spore clouds were manageable but needed micromanagement, which I dont like so much. The problem is that decontaminators don't do anything when there are no spores. So I need to turn off and on buildings to get my workers there when needed. If possible, it would be nice to those decontaminators have something else to do like carrying/harvesting while there are no spores. It would be nice to have one-click solution like a alarming bell to get decontaminators working without shutting down other buildings. Or decontaminator-workers should not be easy to reqruit just when you need them, so you should have some always ready. III game Third playtime I didn't research compost heap and different farmplants. I went full on bile and blood extractors. Here I noticed that it was lot more difficult to manage when using these Onbu hurting tech. Even when I managed to keep Onbu happy and not shaking his back I didn't see the pros with these buildings. It was a delicate and difficult balance of many herbalists, extractors and onbu food trebuches. Every aspect of these made game harder even I thought they would make things more straightforward. Onbu feeding pump was unusable here, because it took away the trustboost of feeding with catapult. Injector didn't help either because even that it removes the pain, it doesnt' apparently remove negative trust effects of extractors (which I think is strange). Overall I think this "evil" side of game needs some rethinking without forgetting ethical side that has also been discussed here on forums. In current form I don't see it's function in the game other that exploration of curious player. Maybe you could also leave it like that and game wouldn't lose anything too important. I think it is good especially under a global warming that we as humankind learn to take care of our own Onbu. So it might be good idea to leave extractors underpowered. In this state they need so much tech that I will leave them untouched in future. *************** Other things that I noticed: Wandering refugees were moving in so small groups that I always invited them in. I think there was no decision there ever to leave them without shelter. If they would move in groups of 10-30, it would make this a hard decision because food and herb reserves would deplete fast. Sometimes it would be important to dodge these big refugees in map so you wouln't be hit by serious mood debuffs. It would be nice to automate some things like "Pet Onbu" -action. With some actions it would be nice to automate them with tresholds like Onbu trebuche and treat wounds and poison. It would be nice to be able to specialize warehouses better. If i store only berries to werehouse, there should be more space to berries, not just 50. Thanks for the game. Sincerely, Olli
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