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Update: Family Mine
March 28, 2020

https://i.imgur.com/O5yhsfE.png

Each family now gets a few iron mine locations along the ley line of their first homeland well site. These uncovered iron veins offer a bit of bare-hand iron ore, then more accessible with various increasing levels of mining tech (pick, then stanchion, and finally a diesel mine). Finally, manual mining with tools has become hungry work.

The goal here is to make iron a more precious and carefully-managed resource, instead of one that is practically infinite as it is scattered randomly around a practically infinite map. This also reduces the "wander around searching" gameplay pattern.

This is a huge change, because iron is something like the spine of the tech tree. Some adjustments will been needed over the next few days and weeks.

Biome expert way stone frequency has been doubled, to further reduce wandering around searching.

Dangerous animals can no longer be warded off simply by standing on an occupied square---they now can attack as they pass over the square you are standing on, even if they don't land where you're standing.

Arrows now have a quiver, which allows you to reload the bow without setting anything down on the ground. This will help you hunt those now-more-dangerous animals.

Babies have been changed to only consume food when starving. In between full and starving, they refuse food. This makes baby-mother communication a bit more necessary than it used to be. I'm still working on this part of the game, but I'm trying to reduce the feeling that you might as well go AFK for a real-life snack break during the first three minutes of your life. What you do when you're a baby should matter more than it does currently.

Touching a property gate will give you an arrow pointing you toward the closest owner. No more locked mystery gates.
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