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2. Upgrading NPCs has been planned for a while, probably during the quality of life update. This will be more increasing their speed, productivity, mining power, etc, but perhaps some upgrades for the player too would be nice and tie in with #1.
3. There will be a third tier of spellbooks for the late game magic path (at the same level of drones/automated suit, but obviously different). I honestly haven't decided on what exactly this highest tier of books will be like, but they will be pretty powerful and I'll consider your ideas.
I'm glad you're enjoying the game! Any support is welcome (and thank you for buying the game) - if you want to do more, Patreon works well: https://www.patreon.com/fancyfishgames , or donations: https://www.paypal.me/FancyFishGames
3. Regarding Tier III spellbooks, will be very interesting to see what you'll end up introducing. Usefulness wise, I've had a couple more thoughts on that - generally speaking, I barely used Tier I spells as they take a while to hit and don't pack a knockout punch; for example, I was very keen to try out the drain spell on the small planet enemies, but the paltry damage made me quickly abandon that strategy. So maybe having the ability to (individually) upgrade the damage (say, double it) of Tier I spellbooks will make them relevant in the late game again?
Another thought was the teleoprtation spell - it's very useful, though if there is no hut, cannot be used. Given that this is late game, would it be too op to have the ability to set an "anchor" on an island and teleport to it instead (and only one anchor could be set at a time)?
Tactically, on places like Earth and beyond, where there are occaisonally clusters of enemies, maybe having a spell that allows the player to enrage one of the enemies so that it can attack both the player and other enemies, could be of use. (An early game example could be the Gold Golem Cave.)
For item paraphernalia, I just read that you might allow pumpkings to grow in the hydroponics -so I thought that maybe we could have a two stage quest to first minituarize pumpkins to allow for such ability, and then have something like pumkin soup (in a can/sealed) as a late game item that boosts a stat (maybe) the same way the Alchemist's potions do? Having something like an evolution shard needed to minituarize pumkings or to create said soup might make it a reasonable trade-off.
Thank you, David, for creating this game, and being so passionate and involved with the community as well; Patreon it is!
Cheers!
I decided to just have pumpkins growable in hydroponics - no quests/miniaturization needed (enough people complained about it, even though they are not an essential crop).
Both for book or return and enrage, to avoid them being OP, I was thinking that they could be limited to single use, maybe with a timed mechanic like the Book of Light? In the case of the former, having a temporary anchor point (something like 5-10 mins) ensures that the player can do a single run, but must not get too greedy; for the latter, this expands the tactical scope of options but also makes the player choose carefully which enemy to enrage (say, 1 min,maybe?) in the first place. Assuming that enrage does not work on ships, and we only have one double boss in mid game, would enraging the boss have any effect at all, as usually the bosses don't have supporting minions (the wyrm queen is earlier and cannot attack, etc)?
I also did a "tour of the world" on the expanded view (through the def console zoom adjustment) and found it quite beautiful - both the islands and the underwater areas. This, along with the scout drone made me think that it would be useful and cool to have a revelation spell that a player can temporarily cast onto an expanded map - (e.g. zoom 3 or 4) and see what's in the dark areas (revelation size limited by player sight, for instance) - it's different to the scout drone as it will reveal unmined areas and show potential enemy locations, so providing useful intelligence. And since it is coming late game, there will be few big surprises/locked areas remaining.
For QoL pdate, it would be wonderful if we could set bots to work certain pens/hydroponics because even in a saturated state, the farm bots tend to be not very optimal (I set up several gold harvesting operations in my existing areas, and the rate of uptake varies greatly) - especially in the space station, where I have both hydroponics and uranium harvesting, I would dearly love to have a few dedicated farm bots getting rice and apples, whilst the rest sort through other resources. Picking up and placing patrol bots on different levels would also be cool to have (on my main island I have a second level with grassy walkways and an advanced lab, the patrol bot never lowered itself to the ground level, despite there being no enemies up above - I ultimately built a second advanced lab inside the mountain to get the bots on the right level).
Glad that pumpkins will be growable. Given that they have no late game use, unlike,say, ice berries, any chance we could get a food derivative like said pumpkin soup that does a small % increase on stamina/health or adds +1 to cut, or some other minor stat; just so that this addition is not purely for aesthetics?
As usual, thank you for all your hard work and your time in replying to these.
PS
Oh yeah, similarly to assigning farm bots, it would be nice to have automated (or, at least, maybe as an upgrade to the farmer?) way of assigning priorities for fertilizing crops.
PPS
I have not done a pure Magic runthrough yet, but I did notice that the magic house only replenishes stamina, and not even health. Maybe it would be nice to have house upgrades that enable the player to get health and, maybe, spirit replenishment (very late game?)?
Setting bots to specific hydroponics/pens is planned for the QoL update, and so is picking up/placing them.
That's kind of why I felt like pumpkins weren't needed in the hydroponics. People requested them enough that you can grow them, but I'm not sure I'll add a late game use for them beside free light sources.
Magic is behind science right now, but I will be adding some higher tier structures for magic.
Re tier 3 spellbooks, for scouting, I was wondering if having the ability to "tag" an enemy for a while, thus revealing the map based on where they've been could be potentially a useful and asymmetric feature - e.g. tagging a few wyrms or some of the Earth bots could allow for some extra exploration? Or have the tier 3 spellbooks have all been settled on already?
Really looking forward to the QoL update on the bots - I'm setting up the bot economy on my current runthrough and observing their movements shows how very inefficient they are even with saturation (e.g. 1:1 ratio). In that respect, I have a question - I've seen this behaviour quite a few times and wondering why that is - on some of the islands where I produce a batch of bots and they tend to aggregate around one cell (usually the top left hand side one near the factory) and stay there for a long time despite the fact that the pen is already being services by multiple bots, there is no resource to pick from it, and there are multiple other pen with ready resources waiting for collection?
I recently discovered the Wyrm Queen as a drill option, and whilst I found it fun to try out, she does require quite a lot of fuel - having a mini synthesizer mitigates that, but I prefer stockpiling and I realized (having wanted circa 1000 steaks) that with the fuel limit on the synethsizer it takes many loads to get the total number of steaks - would it be possible to change the max fuel load of the synthesizer to something like 1200? This would also be nice in prepping using the Dragonship, for instance (on my first runthrough I used that, but quickly switched to the Escort Ship due to the need to pile up several hundred worth of steaks/coal -was a bit cumbersome) - having the ability to load up a huge amount of resource and let it collect, like in the Mobile Lab, would be really useful.
Cheers!
The bots are known to be inefficient, especially since they have an idle where they tend nearby "crops" before going to harvest, but for some farm setups, that can be very wasteful (where I just want it to slow them down a bit).
Sure, I can add more max fuel to the mini synthesizer.
OK, I look forward to the QoL update on the drones!
Thank you for adding in extra fuel to the synthesizers - makes the magic vehicles set up much nicer!
A couple of small things - I think until recently I did not correctly view how the shields worked - not until I tried the Ice Shield to great success against Them during boarding - I hope the reflected damage to them upon attack is not a bug!. Am I correct in thinking that the shield currently operates on the principle of Durability - (Attack-Defence on Shield) until it breaks (and the energy/magic shields are simple Energy/Stamina - Attack)? If so, I thought it would be great to have, if not a quest,but maybe an explanation on how shields work - I remember on my very first playthrough I did not even realize there were shields or how to use them properly for a while, and ignored the buckler because it had no defence; whilst just recently I had a great time protecting my protagonist against the boars and wyrms with it, making life much easier. Maybe its obvious, but I think some players would benefit from explanation of the principle on which the shields operate, imho. Would be nice if that was included in QoL update. Same goes for making Feed the Wyrm a quest- I think that's the only significant progression action that is not framed as a quest.
I'll add a note for a quest for that (and feeding wyrms) for the QoL update... as I think they could be explained earlier as even the buckler is useful as you saw vs early enemies.