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Markus

Developer
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Everything posted by Markus

  1. Hi mdzz Thank you for your feedback. I had to use Deepl (Translation website) to understand your feedback. I can't give answers here, but maybe we have other Chinese speaking players who can answer. Thank you very much for your feedback and playing The Wandering Village Cheers, Markus
  2. I see what you mean We're not sure about this automation yet or rather allowing you to simply drag a selection and only poison plants get selected. We actually want you to search for the plants, especially in the beginning - similar to the situation in Nausicaa movie where they have to comb through the woods and make sure they don't miss any poisonous spores. We're still thinking about how to handle poison, so maybe we'll find an elegant solution which works for most people Cheers, Markus
  3. Thanks for the feedback and sharing your experience Olli! Much appreciated ❤️ We'll add a bigger storage for food with the next patch More things which fix some mentioned issues are also planned, but will take a bit longer. Thank you and cheers, Markus
  4. Hi aliq Yes, the separation of the tutorial and the difficulty is not ideal. especially since we have the option to disable onbu/villager death in the two harder modes but not the tutorial. This will be improved / fixed! Thank you for your feedback! I'm sorry this was frustration for you. Cheers, Markus
  5. Thanks for the feedback! We definitely want more strategic decisions and "hard" decisions for you make concerning Onbu. We will add more ways which can hurt Onbu, but not that you *have* to do this, but as a decision which you decide to not make. It should 100% be possible to play and be only nice to Onbu - but it will be hard. (most likely, that's all up to our game designers ) More ways to be nice to Onbu will also come. We want this to become the best "big animal symbiosis city-builder" we can make, with focus on the interaction with the creature. So more stuff is coming with the next few patches for sure Cheers, Markus
  6. Hi zaru We heard the suggestion of "building priorities" quite a lot and we're investigating it / thinking about it I think we'll keep the system of having resources in one spot instead of "global" (like Age of Empires), but we will probably add more storages and maybe some other improvements there Thanks for your comments. Cheers, Markus
  7. Hi Sagar Thank you for the question. I'm not 100%sure but I think it works like this: Buildings employ workers. Those workers can go get resources from other "storages" when they need them. For example a doctor can go to collect herbs from other buildings who have them in their "output" (herbalist, warehouse). But an employed worker does not carry "output" resources to a different building. In this example, a worker from a herbalist does not transport herbs to a doctor. This needs doctors or free workers or people from a worker post. You also need enough free workers available to have those resources transported around. I'm sorry if this is complicated. We are thinking of a way to improve this and maybe add a priority system to buildings which should help in those cases. Thanks and cheers, Markus
  8. Wuaaaaa, thanks for all this feedback Many of the things you wrote were also mentioned by other players and some of those are already on our radar to fix / balance / add. I can't comment on all points, but thank you very much for your detailed write-up. Glad you enjoy the game and we're looking forward to improve it further Cheers, Markus
  9. Markus

    Frustrated!

    Hi Logixor I'm sorry to hear it's frustrating. Can you tell me on which difficulty you played? When trying to fight against the poison, did you disable buildings to more workers to harvest those poison plants, or did you have incinerators? We have gotten more feedback about the poison and have to see in which ways we'll improve it. Thank you for any additional feedback on this. Cheers, Markus
  10. Hi sinichka I just quickly want to say that while this might be a cool addition in any way - we most likely won't have multiplayer in any form, at least for a very long time. So please don't expect any multiplayer functionality For now all our attention goes into making a good singleplayer experience ^^ But please feel free to discuss a dream multiplayer version here - we just won't promise anything or can't comment on it Cheers, Markus
  11. New Features ---------------- - Added a setting to switch the primary mouse button, so the game can be played by left-handed players Bugfixes ---------------- - Fixed bug where the wrong fullscreen mode was shown in the settings - Fixed bug where deconstructing / destroying a food stand would leave behind food that could not be picked up anymore. - Fixed bug where Onbu was rotated in the wrong direction on the worldmap after loading a save - Fixed Bile Extractor description to hint that it reduces trust and health - Fixed Bug where you could get stuck in the intro with a black screen Improvements ---------------- - Updated localization - Game should not be in borderless window mode as default. - Feedback button now opens the report tool ready for feedback - Fixed some text and layout errors in the artbook - Added the missing comic page to the collectors edition
  12. Hi alebattagin, Thanks for the report. Very strange. Do you have any controllers or other input devices attached? Does this happen all the time for you, or only rarely? If you don't do anything, how far does the scrolling go. Does it stop somewhere? Thanks for your help and cheers, Markus
  13. Thanks Lizardcake I have noted it down and will forward it to the programmers to check Cheers, Markus
  14. Hi everyone. I just want to quickly say a big thanks to all your feedback here. I'm sorry that I can't reply to each post separately, but I read through them and made notes, which we will then use to plan on what to work next Thanks a lot and all your feedback and ideas are very appreciated ❤️ Please keep posting and I'll continue making notes ^^ Cheers, Markus
  15. Hi zaru, thanks for the detailed post, good details there. Will share it with the game designer! About point 6. Did you reach the event which happens at day 100? If yes, did that feel like a good ending or point to stop? Or do you wish something for a final ending, resting spot? TLDR makes perfect sense, we have to see how to tune this in a good way. Thank you for sharing and cheers, Markus
  16. Hi! I totally see what you mean, thank you for sharing your ideas and experience. Lots of tweaking needed to make it feel perfect. It's a discussion we had in the team as well. I'm not sure if it's like this at the moment, but if Onbu is 100% exhausted, Onbu WILL sleep, no matter what, be it burning sand or poison So it's your job to plan and let Onbu rest and feed in time, so that if bad things happen, Onbu still has some strength left get out of it Cheers Markus
  17. Improvements ---------------- - Added automated twitch reconnecting, so it should stay connected and behave a bit more stable - Updated Credits - Updated Localization Balancing ---------------- - Some dune mission gives a bit more sand
  18. Bugfixes ---------------- - Map events with the same status effect now refresh correctly if hit again with the same effect, instead of cancelling the effect altogether. For example the Cold Snap. Improvements ---------------- - Updated the Localization to the newest version - Hopefully fixed all Arabic localization bugs
  19. New Features ---------------- - Added Texture Quality Settings, so the game can run better on slow PC's Bugfixes ---------------- - Arabic language visualization fixes - Fixed fonts for Asian languages - Fixed misaligned title when starting a new game - Fixed bug where workers walked to wrong food stand - Fixed bug where food stands steal food from each other - Fixed bug where the game crashed after building more than 20 food stands - Fixed bug where Onbu rotated for a frame when walking on the map - Fixed bugs where the Bugreporting tool did not work correctly Improvements ---------------- - Updated Localization Balancing ---------------- - Laboratory medicine production no longer requires Injector to be researched Visual Improvements ---------------- - Updated the Game Icon
  20. Patchnotes 0.1.28 =============================== Improvements ---------------- - More arabic language visualization fixes Visual Improvements ---------------- - Improved main menu background and other small things Soundeffect Improvements ---------------- - Improved several building click sounds
  21. Sorry for the late answer Ribs! After around 100 days you will encounter a certain mysterious location on your path. Passing through there will trigger the end sequence. Thanks for the compliment for the sound notifications. It was long overdue I'll let our sound artist know ❤️
  22. We just released a new patch. Focusing on balancing and audio-visual improvements, as well as fixing some remaining localization issues. This is one of the very last few patches before the game will finally be launched into Early Access 🥳 If you can, please especially test the ending of the game and see if everything works, as there are some tiny new tweaks there and it would be a bummer if it would not work for everyone Patchnotes 0.1.27 =============================== Bugfixes ---------------- - Fixed arabic localisation visualizations Improvements ---------------- - Game ending improved Removals ---------------- - Removed Onbu Buskers and Greenhouse for the early access release because of missing art and balancing Balancing ---------------- - Increased cost of Onbu antidote from 5 to 10 herbs - Increased cost of Onbu cure from 20 to 30 herbs - Increased storage of onbu doctor from 20 to 40 herbs - Decreased Biogas production efficiency - Decreased compost production efficiency - Increased amount of dung received per poop - Increased carry amount of dung from 3 to 5 - Tweaking Onbu trust gain mechanics - Slightly lowered horn-torn-out trust penalty - Slightly lowered blood- and bile-extractor trust penalty - Less sand received from scavenging missions - Increased production duration for Stonecutter and Carpenter Visual Improvements ---------------- - New asset for Tree Nursery - Painted assets for Dung Collector, Compost Heap, Bile Extractor, Onbu Feeding Pump, Onbu Injector, Tree Nursery, Laboratory - Fix blurry research icons on high resolution screens - Add new effect for sandstorm event and thunderstorm - New road assets which fixes broken seams - New main menu background image - Farming UI improved - stretched flag icons fixed Soundeffect Improvements ---------------- - Added or improved Onbu sounds (Happy, Refuse, Catch Food, Eating) - Sound effect tweaking, mixing and mastering
  23. And here comes a new patch with lots of small improvements & balancing ^^ Patchnotes 0.1.25 =============================== New Features ---------------- - Added subtitles for the intro Bugfixes ---------------- - Workers now walk to the correct position for the Foodstand - Cancelling a road construction site no longer removes resource stacks that where placed on top - Fixed bug where all workers are starving but are not going to eat while no villager death is enabled - Fixed bug where mission durations where calculated wrong - Fixed bug where road connections broke after cancelling stone road construction - Added missing Liquid Onbu Food to Warehouse & Material Storage Improvements ---------------- - Added missing strings to the localization - Cancelling Research now refunds knowledge - Improved performance when having larger villages with a lot of buildings - Improve texture memory usage by lowering texture size of building grounds Balancing ---------------- - Faster production speed and more employee spots for Greenhouse - Easier game start after tutorial for Novice difficulty - Highly increased productivity gain when using Compost - Slightly higher decrease in research speed for additional research buildings - Balanced some disproportionally high mission rewards - Onbu Feeding Spots get rarer over time in high-level biomes - Decreased spawn rate of new trees on Onbu - Increased chance for dunes in medium + high-level desert biomes - Increased knowledge cost for many mid-high tier buildings/techs - Adjusted mission durations to be more similar to each other - Added trust damage to Onbu Injector missions - Increased duration of all Onbu Injector effects - Less bile is gained from Bile Exstractor and more trust is lost - Blood Exstractor now increases Onbu hunger and has more trust reduction - More Black Pudding is gained from Onbu Blood at Kitchen - Less hunger is removed when using Liquid Onbu food - Stronger poisonous air in high-level biome poison events - More poison spores spawn in late game - Slightly less Stone and Wood gained when scavenging - Increased duration of Low-Digestion effect - Less compost is gained from Dung at Compost Heap - Onbu needs less hunger to eat by itself on Feeding Spots - Less Onbu trust is gained from healing health and poison Visual Improvements ---------------- - New painted asset (Onbu Food Liquefier, Onbu Horn) - New resource icons (Sapling, Onbu Tranquiliser, Onbu Energy Booster, Onbu Painkiller, Liquid Onbu Food, Dung, Compost)
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