Jon Shafer's At the Gates

Jon Shafer's At the Gates

22 Feb, 2019 @ 8:04am
v1.0.1
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Showing 1-14 of 14 comments
planschi76 22 Feb, 2019 @ 9:57am 
Is it now more worth to buy? I was interested, but still think about mixed reviews...
Neodymus 22 Feb, 2019 @ 12:53pm 
Personally i would wait until the mid/endgame economy is fixed.
Right now it consists of producing coal and training a coin maker and buy everything you need from the caravan.
It is just too easy to do it that I dont find myself playing any other way.

Generally the difficulty scales down massively after the early game.

So still lots to do here, but it is a relaxing game and makes some fun for a few hours.
Dr. A 22 Feb, 2019 @ 3:39pm 
the caravan prices must depends on supply and demand !
Sevaekor 23 Feb, 2019 @ 7:01am 
This list of fixes is nice, but to be plainly honest there are way too many other things broken with the game.

The list is almost endless with bugs and glitches and unimplemented concepts. There is still absolutely no end game whatsoever, like Neodymus stated, once you've progressed passed the first year or two, you're all of a sudden a self sustaining titan of industry and absolutely nothing can stand in your way. The enemy faction AI is utterly non-existent, and pose absolutely no threat to you as you steamroll them into oblivion with lancers, men at arms, and eventually knights.

As it stands right now, JS's At the Gates is an industry and production chain simulator, and it doesn't take you very long at all to become 100% self-sufficient.

I would wait until at least 5 more patches similar to this one come out before purchasing this title.

And I hate that it was released like this, I ♥♥♥♥♥♥♥ love this game, but it's so broken.
Pastoru 1 Mar, 2019 @ 1:31pm 
Agree. I just finished a 15 years game (8 hours of playing it) with my Roman legions sent (I discovered the Roman Empires after having sent them, that's weird ^^). The game has many many great ideas, I love the artstyle, the music, the ideas. But it's true that once you can produce some things worth it on the market, you just have to buy your 50 steel armours and weapons and, if need be, your food.
I wish you find a way to turn this into the pearl it can be Jon! I have unlocked 4 factions in my first game, and I will come back to it anyway, as it is a special game, ambiance, that I love. But this game is not yet enough hard once you've got your economy settled. I'm eager to see your next updates!
Pastoru 2 Mar, 2019 @ 3:00am 
P.S.: the map generation is awesome, I really liked the sinuosity of the landmasses.
Oddworld86 2 Mar, 2019 @ 12:42pm 
The ressources tab at the the left of my screen doesn't let me to see all the ressources I have, is there a way to extend it?
Oddworld86 19 Mar, 2019 @ 10:09am 
After a few days spent on this game I allow myself to give you my opinion on 3 points that could be improved:
Supply and Commodity Exchange System: I found it a bit simplistic that as soon as a finished resource was produced it would immediately be in the stock. It would be more realistic for it to be stored in the place of production and then transported by porters to a marshalling yard which would then train caravans either to our "capital" or to "another capital" for sell the goods, at a time that could be fixed, to avoid the winter for example. If a production center is on an island, it would be necessary to create a port that would transport them by sea to another port (as in Anno 1404).

Oddworld86 19 Mar, 2019 @ 10:09am 
One could possibly attach combat units to caravans. It would be interesting to create a trading post in our area where we would set quantities of goods and their price per unit. Finally it could be interesting that the map generates "independent merchant camps", in the same way as for the "bandits". The Guild 3 has a interresting trading system for this.
Oddworld86 19 Mar, 2019 @ 10:10am 
Noble System: The ennobling system is a good idea but does not help much. It could be improved by allowing the construction of seigniories. Thus the nobles would be attached to a domain. A no-domain nobleman could be in a very bad mood. While another with a domain with resources would be happier. This would replace the guardhouse system to extend far beyond the borders. On the contrary, the Lord would take some of the resources for himself and if he was too discontented or bought by another king, he could change sides or declare his independence. Crusader Kings II has interesting mechanisms for that. Thus it would be much more difficult to create knights and raise the interest of producing intermediate combat units which is not the case at the moment. In the same way as our capital, one could place in the seigniory non-noble clans, with more or less location according to the size of the seigniory.
Oddworld86 19 Mar, 2019 @ 10:10am 
Finally the gold accumulates at the end of the game to infinity, the military units are free and the celebrity does not serve much ... To correct this one could make that the units cost gold and that the celebrity and the happiness of the units can bring down their maintenance cost. With a lot of "fame" and happy units it would cost less.
bizchel 19 Mar, 2019 @ 9:45pm 
what about AI?
Thommy 9 May, 2019 @ 11:34pm 
Hope this game becomes more fleshed out before I make my purchase. Will be watching for updates in anticipation.
EnigmaShift 10 May, 2019 @ 8:48pm 
The game crashes about every 10 to 20 turns. This is the most unstable game I have ever owned and I started PC gaming in 1995.
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Date Posted: 22 Feb, 2019 @ 8:04am
Posts: 14