Manor Lords [Early Access]
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Silent_Lurker




Posts: 7497
Location: France
PostPosted: Sun, 14th Apr 2024 08:30    Post subject:
2 more weeks ...

Good Lord ! This game seems to be the One to rule them all.
I have been following this since the beginning and I can't wait to get my mouse on it.

So Much Win


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Immunity




Posts: 5613

PostPosted: Sun, 14th Apr 2024 08:52    Post subject:
It does indeed look promising. Hopefully it gets finished up properly, and not relegated to languish in early access for another seven years, like so many indie titles end up doing.


I can never be free, because the shackles I wear can't be touched or be seen.
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Aeon




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Location: Netherlands
PostPosted: Sun, 14th Apr 2024 11:07    Post subject:
Played the demo back then and it was already amazing so I'll definitely buy this right away in 2 weeks.


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dethy




Posts: 3041
Location: Conclave of Shadows
PostPosted: Mon, 15th Apr 2024 01:54    Post subject:
Man, this game is so getting hyped up. I'm hoping it wont disappoint


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PostPosted: Wed, 24th Apr 2024 18:08    Post subject:






May the NFOrce be with you always.
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Immunity




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PostPosted: Wed, 24th Apr 2024 19:26    Post subject:


I can never be free, because the shackles I wear can't be touched or be seen.
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Silent_Lurker




Posts: 7497
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PostPosted: Wed, 24th Apr 2024 20:00    Post subject:
2 more days ...



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VIP Member



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PostPosted: Wed, 24th Apr 2024 23:26    Post subject:
Nikolaj Coster-Waldau in this? Laughing



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PredOborG




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PostPosted: Thu, 25th Apr 2024 09:00    Post subject:
More like a clickbait image. Rolling Eyes
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HubU
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Posts: 11329

PostPosted: Fri, 26th Apr 2024 14:06    Post subject:
This game plans to unlock in approximately less than an hour

Everything Went Better Than Expected

Was planning to go have a drink or something tonight. Not anymore Razz
The DL should be finished by the time I'm done working. Sweet Very Happy


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PostPosted: Fri, 26th Apr 2024 15:16    Post subject:


May the NFOrce be with you always.
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Areius




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PostPosted: Fri, 26th Apr 2024 15:55    Post subject:
Looks nice, at current development pace, full release in 2030? Laughing


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Il_Padrino




Posts: 7502
Location: Greece by the North Sea
PostPosted: Fri, 26th Apr 2024 17:15    Post subject:
Areius wrote:
Looks nice, at current development pace, full release in 2030? Laughing

Yeah, apart from the hype reviews, there are a few saying they've seen most of the current EA build already after 20 minutes (sounds a bit exaggerated too). But it looks like it's going to be a long haul.


There must have been a door there in the wall, when I came in.
Truly gone fishing.


Last edited by Il_Padrino on Fri, 26th Apr 2024 17:16; edited 1 time in total
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ixigia
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Location: Italy
PostPosted: Fri, 26th Apr 2024 17:16    Post subject:
I'll give the P2P demo a try out of curiosity and then leave the peasants to marinate for years until they eventually get all the features and equipment necessary to become lords (hopefully) Razz
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HubU
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Posts: 11329

PostPosted: Fri, 26th Apr 2024 17:40    Post subject:
ixigia wrote:
I'll give the P2P demo a try out of curiosity and then leave the peasants to marinate for years until they eventually get all the features and equipment necessary to become lords (hopefully) Razz


That's the norm now. But I'm fairly confident that this (one man, btw) studio is commited to bits.

One single dude doesn't go through all these troubles to just cash out and fuck off.
Sure, he could, but he feels like a very commited man that just gave birth to his life's achievement, so I doubt he will drop it and let it rot.

But hey, time will tell Razz


"Music washes away from the soul the dust of everyday life." ~Berthold Auerbach
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Silent_Lurker




Posts: 7497
Location: France
PostPosted: Fri, 26th Apr 2024 18:54    Post subject:
OMG it's out !

See you next month guys Very Happy


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Il_Padrino




Posts: 7502
Location: Greece by the North Sea
PostPosted: Fri, 26th Apr 2024 23:06    Post subject:
Or in 20 minutes, depending Very Happy let us know how much game there already is Smile


There must have been a door there in the wall, when I came in.
Truly gone fishing.
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Silent_Lurker




Posts: 7497
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PostPosted: Fri, 10th May 2024 21:53    Post subject:
Quote:
Version 0.7.955->0.7.960

Major changes:

-The King's Tax is now enabled (or Annual Royal Tax, can't decide on the name)
a) This tax is collected annually from all players (main player and AI) and goes to your liege. It's counted per population and therefore should become a counterbalance for players who hoard huge wealth despite having non-optimized economies.
b) [WIP] For now the player can go in debt without consequence, but in the future the player will lose king's favor and eventually the king's army will show up as enemies for players who refuse to pay

-Global/Local trade switch for trading posts
a) The player can now switch trade to "local only" in the trading post for each type of good if they want to use the trading post to exchange goods between their own regions but ignore the free merchants.
b) For now 2 trading posts (both regions) are still required to make it work.
c) Employed traders will prioritize to travel to the place with best prices to commence trade, and yes potentially including regions owned by other Lords. This can have interesting consequences in the future. For now I reduced the transport distance from the calculation in order to make it more predictable for the player where the traders will go (to the place with the best price).
d) Regional wealth is still required for exchanging goods between regions with a trading post since I want to keep the regions as independent economic units which in my view a more realistic simulation of economy.

Gameplay & balance:
-[Experimental] When consuming food, people will now pick a random food resource instead of eating food in a specific order
-[Experimental] Fertility is no longer drained after crop growth reaches 100% so that always micromanaging early harvest is no longer a preferred strategy. Yield may still increase over 100% growth if max yield is not reached.
-[Experimental] When harvesting, the crops are directly added to the field inventory instead of the villager inventory. This was done to ensure that harvesting walk times aren't the main bottleneck for farming, especially for large fields. [Side note: moving harvest season to August is also possible in a future patch if needed]
-[Experimental] Prioritized Oxen plowing over transporting resources back to the granary & warehouse to reduce the ox walking back and forth from the plowed field every time a new batch of resources is available for transport
-Plowing shed now adds 2 livestock worker slots
-Lowered the rate of the Baron claiming regions and adjusted it to better reflect the game settings
-Removed the worker camp upgrade - it was meant for colony regions and will be readded when they are properly implemented
-Food producing residential plots no longer stock up on their produce before they share with the marketplace
-Increased sawpit log storage space to 5
-[Experimental] When establishing a trade route, the merchants will no longer all spawn in the nearest tradepoint. Instead, the game will distribute the merchants to circle between various tradepoints in order to make building trading posts right on the edge of the region less optimal.
-Increased warbows ranged attack from 4 to 12
-[Experimental] "Trade logistics" development branch now lowers the cost of new trade routes by 50% instead of clamping it at 25
-[Experimental] Cost of opening new trade routes now scales exponentially with every opened trade route
-[Experimental] Base cost of opening a trade route was increased from 12 to 20 (that is before the good value multiplier)
-[Experimental] When market is oversupplied, the player can still export stuff, although for much lower price
-[Experimental] The price multiplier for oversupplied goods is now 0.75x for oversupplied and 0.5x for critically oversupplied
-[Experimental] How fast market is oversupplied no longer depends on the value of goods because it punished having high value trade routes. Now the oversupply rates are equal for all good types.
-[Experimental] Better deals development branch reduces the foreign import tariff by 50% instead of removing it completely
-[Experimental] Reduced ale consumption by 75% (around 1/3 per family per month)
-[Experimental] Made the building placement steepness limits harsher cause the trading posts and churches often looked super janky on very sharp slopes
-Soldiers no longer trigger "unburied bodies" approval factor when corpses are in their proximity
-[Experimental] Hitching post is free again, to reduce chances of players getting stuck with no ox, no hitching post and no ability to order an ox

Minor changes:
-Applied the "mindfulness" system that was initially designed for the oxen to the free merchants. This system is used to reduce clumps and traffic jams.
-Moved the location of trades further off map to make sure there is some space for all the trade wagons even if the players place the trading post right on the edge of the map
-If a trading post is clogged, traders are allowed to make transactions without entering the shed, as long as they are within the general building bounds
-[Experimental] Changed default AA under DX11 to TAA
-Added a spatialization update call when recruits are sneakily teleported home when rallied to ensure collisions are properly calculated after teleportation
-Added a check for idle villagers to avoid hanging around the graveyard for random conversation since it looked weird
-Made "is close to camera" value update on setting follow mode to make sure the game doesn't optimize animations or sound effects thinking the character is still far from the camera
-Disabled fire damage for people who have water buckets and are actively firefighting + redued the fire damage amount
-When all resource visualization slots are "filled", villagers will transport to a random one instead of the first one found. This ensures less traffic jams for instance at the churchyard if all graves are "full" already.
-Firefighting villagers will now ignore anti-clogging behavior (waiting their turn at narrow pathfinding points)
-Added a "mourning period left" UI element in the residential panel to display how many days of mourning are left until the burgage plot can bring in more family members again
-Added mourning icon to the building floater
-Made sure mourning period is properly added to save data
-After continuing the game after a victory the camera should go back to the player's main region instead of levitating over the map edge
-[Experimental] Disabled the ability to quicksave during the game over / victory cinematic
-Disabled the ability to manual save the game after being defeated & added a tooltip explaining why saves are disabled
-Disabled quick save and autosave if game was lost
-When ox gathers a log, it will prioritize immediately bringing it to the sawpit before bringing it to the logging camp unless construction reserve forbids it
-Improved marketplace logistics efficiency and optimization
-Tuned the AI retreat distances in an attempt to reduce how often its archers get into the loop of attack-retreat
-Added the missing trading post building thumbnail
-Minor unit in-town pathfinding updates
-Swapped the old UE4 destructible system for a new, UE5 friendly, chaos based debris system. For now it's just used for chopped firewood cutter logs.
-Further tweaks to properly choose the right default AA/upscaler during the first time launch correctly for specific GPUs (eg. RTX properly defaulting to DLSS)
-Added kings tax rate multiplier to the game setup settings
-Due to mismatch in global market supply stock values, old saves (from builds 0.7.954-0.7.956) will have their market supply reset on loading
-[Experimental] Due to changes in how food is consumed, a popup "Food consumed" may no longer appear if a building is selected while a food is being consumed from inventory
-[Experimental] Made the sheep flock a bit more closely together to look more like a herd
-Steepness limits no longer apply when placing rally points
-Players can now rally their militia on fields and pastures
-Trading posts will now display a price range for imports in case they can buy it both from other regions AND from foreign trade sources
-Increased the sheep & lamb collision radius
-Capped the number of workers who supply a single market stall at the same time to 2 to reduce markets getting completely clogged with the new upped market supply frequency
-Further optimized the market supply functions to make late game towns run smoother
-Optimized the function that searches for a friend to do idle tasks with (like conversations)
-Optimized the door opening animations
-Increased the precision when checking whether a character is inside a building on fire and should take damage
-Unified the currency icon in the mercenary company panel to make it clearer that you're paying with treasury and not regional wealth
-Added accommodation call after fire is started and turns people homeless so that they can be reaccommodated to other available burgage plots immediately
-Since almost all families have more than 1 family member, I made the "workplace/reassign" buttons aligned vertically instead of horizontally in the family list
-Fixed old fonts being used in the family entry widgets

Crashfixes:
-Fixed a crash when doing a sequence of livestock import, export and import, because "home" wasn't cleared properly during export and the same animal was reimported
-Fixed a rare crash if a handcart fails to spawn, probably if the trading post was build so that part of it crosses the map edge
-Fix crash on startup if OpenXr sdk is installed

Bugfixes:
-Fixed victory status not resetting after starting a new game, leading to a game over screen not appearing if the player lost/won multiple games without turning the game off
-Fixed crop transports not accounting for the farm work area
-Fixed crops dying in the winter instead of actually increasing yield by absorbing nutrients from the snow as it was intended for winter crops
-Fixed oxen sometimes "ghost plowing" a field when they are waiting on their guide
-Fixed plow and ox sometimes misaligning on 12x game speed
-Fixed farm workers not accounting for oxen plowing the farms in some situation, leading to a lot of unnecessary collisions on the field
-Fixed crop rotation unplowing the fields
-Fixed disbanded mercenary group becoming immediatley available again after save/load cycle
-Fixed the trading post export transactions not moving regional wealth between the regions correctly if owned by the same lord
-Fixed paused taverns fullfilling the entertainment requirement
-Fix attempt for never ending fires if a fire was triggered after the building was already on fire
-Fixed problem banners not erasing after an entity gets erased (for instance an animal runs away and leaves a "not enough pasture space" banner)
-Fixed "update task" sometimes triggering before a character gets assigned their region
-Fixed livestock sometimes being unaccomodated after order even though there is stable or pasture space due to being transfered to the region twice (once when buying and once when livestock merchant brings it to the building)
-Fixed livestock traders trading between on-map regions possibly sometimes paying twice because the ownership changing function was called both on pickup of livestock and on dropoff
-Fixed the game getting stuck on the game summary screen infinitely after winning or losing the game
-Fixed "none" people populating the town after a raid sometimes who just stand around waiting forever and possibly crash the game while reloading
-Fixed the blurry desktop icon
-Fixed the save/load menu header not translating after changing the language
-Fixed dead animals triggering the mourning period in burgage plots, halting growth
-Fixed mourning period halting homeless accomodation
-Fixed migration/growth of family members ignoring the 30 day mourning period sometimes
-Fixed the game getting stuck after you click "continue in sandbox" until any main tab is pressed
-Fixed the front lighting not being visible in the retinue editor if bounced light approximation is turned to low or off
-Fixed floating feedback text spawning during the cinematic mode
-Fixed autosave triggering during the cinematic mode
-Fixed "storage full" triggering for wrong buildings sometimes (for example sawpit having 1/1 logs)
-Fix attempt for oxen bringing too many logs to the sawpit and crossing the storage limit
-Fixed free merchants sometimes getting stuck if a trading post was build so close to the edge that a portion of it was outside of any region bounds
-Fixed horse wagon rotations getting a bit too wonky on slopes
-Fixed a bug where a unit could no longer move due to being forever stuck in "waiting for pathfinding to finish" if another unit with a lower squadID got completely destroyed
-Fixed the wrong yarn basket carrying animation
-Fixed traders not importing from on-map regions even though the price is better than buying from tradepoints
-Fixed farm workers & farm oxen stealing planks from fields which are getting "fenced up"
-Fixed "homeless" problem banner not disappearing after upgrading homeless camp to a worker camp
-Fixed animals not getting removed from stable space / pasture space after death
-Fixed animal corpses not disappearing over time
-Added a dirty fix for families moving into homes but not registering correctly and not displaying in the UI, leading to a "secret" family living in one of the burgage plots. The reason is still unknown and being investigated.

Cosmetics:
-Added a new patron saint banner graphics: St Maurice
-Added a carried dead body visualization
-Made debris piles align to ground slope
-Fixed the throw torch animation ending abruptly
-New upgraded retinue helmet variation: Pointy bascinet
-Fixed the armor clipping through the leg of the upgraded retinue puffy sleeve jupon body variation
-New upgraded retinue body variation: Coat of plates
-New upgraded retinue helmet variation: Hounskull bascinet with a gilded cover
-Increased location precision for animals standing in the stables
-Fixed the praying animation
-Fixed the wrong door orientation for LV2 cottage variation B (with a planked gable)
-Adjusted the two handed weapon default idle pose to have a more natural stance
-New militia helmet variation - banded bascinet with a mail aventail
-Fixed some mail armor variants clipping with helmets on T3 militia units (militia mail will get their own unique variations soon)
-Reworked lv2 granary model with proper animated doors

Thank you,

Greg Styczeń
Lead developer (?), Slavic Magic


https://steamcommunity.com/games/1363080/announcements/detail/4201372769976733266?snr=2___

BETA password: veryNiceBasket
Choose "pre_release" from the "Beta participation" drop-down list


PS : This game is already phenomenal in its early state Smile


Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
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|DXWarlock




Posts: 1021

PostPosted: Fri, 10th May 2024 22:08    Post subject:
Its good for what it is I guess.
The village building is...meh~ish good? Maybe I expected too much. Its basically anno lite to me. Expected more depth as much of the core game it is.

Maybe if I get into taking over multiple places and dozens of hours into it, it gets better. But as of now 6-7 hours in, its jsut follow a pattern of building needs, plop down those they need, repeat and build a population.
I feel the village building is the equal to MMO 'hit 4-3-6-1-2 hotbar keys, repeat until dead' type vibe. Build X, a few Y, a Z, more people move in, so build more X, Y, Z..then they want a Q, plop that down..then X, Y, Z again to get more people. (and loop)
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A-A




Posts: 3148
Location: New york
PostPosted: Sat, 11th May 2024 10:03    Post subject:
Manor Lords v0.7.960
Total size 5.5 GB
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Areius




Posts: 14824

PostPosted: Sat, 11th May 2024 13:24    Post subject:
- Overly high ale consumption

RIP Manor Drunkards


PC: Yes. Console: No.
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Rifleman




Posts: 1377

PostPosted: Sat, 11th May 2024 20:18    Post subject:
Areius wrote:
- Overly high ale consumption

RIP Manor Drunkards

Well...slavic game... @dev please define "high" Very Happy


harballaz wrote:
Hey dont be so hard the little console eunuchs, they need time to aim their lil vibratin thumbstick.
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Silent_Lurker




Posts: 7497
Location: France
PostPosted: Sun, 12th May 2024 09:37    Post subject:
Laughing


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Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
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|DXWarlock




Posts: 1021

PostPosted: Sat, 18th May 2024 07:59    Post subject:
herr_hump wrote:
Should I install it? Not sure I like it.

My opinion? Its 6/10 maybe. But Im not you, so might be your style.

The village building is sort of like anno lite? Its formulaic like anno (Get x people, build Y building, they now demand Z good, build that..repeat).
I keep trying to like it, but I get an hour or two into the village part, and lose interest. Its not stimulating/engaging enough for me, personally. It comes off as I am just playing fancy 'wack-a-mole' of villager wants in between building more houses, just for the sake of thats what I'm suppose to do: get more people.
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dethy




Posts: 3041
Location: Conclave of Shadows
PostPosted: Sun, 19th May 2024 02:28    Post subject:
Yea, this game is definitely very early access. Gonna give the guy some slack, the foundation is fantastic and like the game so far. With some more content in, this will be a decent game.


My specs:
Ryzen 5950x @ boosting 5ghz, Gigabyte x570 Aorus Master, 32gb G.Skill Trident Neo pc3600 ram, nVidia RTX 5080, SoundBlasterX G6, Samsung 980 Pro m.2 1TB and Hynix m.2 1TB storage SSD. Custom watercooling loop.

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|DXWarlock




Posts: 1021

PostPosted: Sun, 19th May 2024 03:35    Post subject:
OH yea, not shitting on a solo dev, the basis is good. Just not enough for me to immerse myself in it at the moment.

More one of those: You are going to have something good here I think. What you have now isnt enough to engage me for long, but what it hints at it might be does.
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AmpegV4




Posts: 6248

PostPosted: Sun, 19th May 2024 03:48    Post subject:
Yep skipped, the trouble for me is we've had 200-300 something village building sim's. It's hard for me to pick up another one when I will compare it to ones I already have that can do things better. Sure commendable effort for a solo dev, and from what i understand they've made a killing with this game, good for them.
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Silent_Lurker




Posts: 7497
Location: France
PostPosted: Sun, 19th May 2024 09:12    Post subject:
Quote:
MANOR LORDS
@LordsManor
·
14h
I'm looking for talented, experienced devs who'd like to join the ML team:
-A game designer who'd help with balance & progression
-A programmer/designer who'd like to work on the diplomacy system
-A programmer/AI specialist to improve the AI components

contact@manorlords.com


Greg (dev) is aware that time will battle against him, and I think he did a smart move here.

Graphics and game mechanics are rock solid, life feeling is absolutely outstanding.

All this game still needs is some balancing and middle/end game content.
For me, AI opponent and siege element would be the icing on the cake.

Personally, this city building game is the one to keep (or at least keep an eye on) and ditch the others

Smile


Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
Just for the LUL: PS4 Pro / Nintendo Switch / Wii U
$team, Orishit, Upay, PSN : Athlonic
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HubU
VIP Member



Posts: 11329

PostPosted: Mon, 20th May 2024 18:05    Post subject:
What DX said. Played for the first time today and I got all I could in a bit less than 3h.

Nothing new is added, the supposedly "total war" works just like what RTS/City builders had since the early 90s at the latest.

It's like China saying they invented a revolutionary train on wheels. Yeah, we call that a bus.
Same here. Nothing I haven't seen in the original Settlers or even Knight & Peasants from 1998.

...on top of the fact that it will take this guy years to make it juicy, this is incredibly barebone.

meh/10


"Music washes away from the soul the dust of everyday life." ~Berthold Auerbach
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|DXWarlock




Posts: 1021

PostPosted: Mon, 20th May 2024 18:27    Post subject:
I will wait and see, not holding judgement yet. Maybe it will add new depth and engagement as its progresses.
I'm trying to like it, I really am. Its right up my alley. But I cannot get more than 2 hours into a game before I stare at the screen and hit alt-f4 because I am bored of the boiler plate repetition of the predictable and simple to achieve: 'level up areas, people want one new building type' treadmill.

Maybe if it has each person/family had different degrees of wants of things, ALA rimworld..or something I don't know what it needs. As I am not sure what its missing, just know it feels like its missing a core part that makes the growing a city feel dynamic and 'problem solving'.
As all the problems now are just "They got more needs, they now want X building" build X building, and solved. Play until that happens again.
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