This game is beautiful
Thank you!
This game is beautiful
Thank you!
My favorite play through was the small chunk challenge.
Ah, that's a favorite of mine as well
Loving all these new clips! Such a great variety of ways to play!
They're fun to make! I'll keep sharing them :)
Dwarf fortress player ?
Of course!
90% how I play.
I like building houses but it is waaaay slower.
Hell yeah, level up that mining skill. I like these time lapses, share more if you got em.
Deal!
Where's the roof?
Up one layer.
I gotta get back into this game, been months.
This is awesome
Glad you like it! :)
Beautiful time lapse. Thanks for the steady progress!
Thanks my friend!
Does this happen after re-loading the save? I'd love to take a look at the save to better diagnose the problem. Maybe someone is stuck somewhere that's hungry, they are creating eat/drink jobs, and other are starting the jobs. Tough to tell. Does sound like a nasty bug I'd like to fix, though.
Hello!
Today I'll be talking about all the exciting things coming for the next expansion, Timeless Tyrants. I have been extremely busy working on this one and I still have quite a bit of work to do to get it into your hands. I don't want to promise anything but I should be able to put out a beta build in a couple weeks.
Alright, let's take a look at what's coming down the pipe!
The Ardyn Race
Every expansion going forward will introduce a new race to play. This expansion will unlock the Ardyn, a race of fierce warriors with a vibrant culture and history.
Read more External link →I think that's a good idea, but there is something planned where the prices aren't always the same for every merchant which might solve this issue. What I mean is, merchants will price things based on their origin and travels. So, if a merchant comes from a neighboring settlement with a need for wood logs, they'll price them higher. If they come from a settlement with a need for bronze ingots, they might not spend anything on wood logs. My intention is for players to eventually set up trade networks with their neighbors based on supply and demand. I think this will solve the issue you are encountering because it's not always guaranteed that the merchant will even want your resources. Does this make sense?
Edit: I also want to add that, your idea is sort of wrapped up in this planned feature. The demand will go down as you sell a settlement items, making the price go down as well. The demand will go back up slowly as they use the resource.
How is combat currently implemented? I’ve got rutile armored and weaponed warriors dying to bandits with dual rope bucklers pretty easily it seems.
Oh! Ok, thanks for letting me know. I'll try do some more tuning to improve that. Rutile should definitely make it difficult for the rope bucklers to have an affect.
is this available in GoG?
Ya, but only windows and osx are supported atm.
Quite a few things still have to be implemented. So, apologies for a few things being unfinished/confusing.
Tongs are used for metal working.
Animal enclosures are very much one of these unfinished features. There's no feeding and animal care yet. However, animals should still go to the Animal Enclosure and procreate there. There's no automatic butchering or anything yet, but you can still manually do this. Also, animals that produce items will do this on their own. i.e., Cows will spawn milk. Later on, the shepherd's skill will affect how proficient this is.
Humans can learn magic, but it's intentionally harder to unlock for them as they aren't inherently talented in this area. You need to get a Tomes of Arcana to unlock magic in the Saga research tree. You find these tomes in dungeons, and sometimes merchants sell them.
Scholars work in libraries to make Tomes, and book materials.
Fishing needs to be manually assigned right now. A fishery ...
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