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Update 0.7.5 will be released next week. If everything goes according to plan, the update will be live on Wednesday. In case of unexpected issues, the release will be delayed one or more days. The release will be announced on all the usual channels.
Major new changes in 0.7.5 are:
- The ability to pause the game
- Crafting limit groups
- Improved "goal finding" - colonists should choose more sensible beds/crates/occupations
- A compass to find your way to colonies
With the release of 0.7.5 being very close, we've started pondering about our next plans again. We'd love to have your input, so we've organized another
Survey, and we'd really
appreciate it if you'd participate :)
We're thinking about fundamentally restructuring two core systems: science/the tech tree, and the happiness system. We're unsure about the precise solution and are debating many solutions.
The current happiness system gives a fixed reward for giving the (varying!) amount of colonists a certain amount of each happiness item. E.g., 20 happiness for providing each colonist with a candle per day. As you recruit more colonists, unhappiness due to overpopulation rises, while the amount of candles consumed per day grows. The reward, 20 happiness, doesn't change though. This requires players to continuously seek for new, better happiness items and to discard old ones.
In practice, this is a complex system that's not very intuitive or realistic. The continuously shifting balances and cost/reward-ratios aren't very clear. We could work very hard to make the Happiness-interface clearer, but another option is to make the mechanic itself more sensible and easier to understand.
A potential option is removing unhappiness, and giving players a fixed reward for each distributed happiness item. E.g., one candle distributed to a colonist = +1 "HAP". As you boost your production and recruit more colonists, the amount of HAPs received grows rapidly. HAPs could be integrated into many parts of the gameplay: recruiting colonists could cost HAPs, just like unlocking new tech or crafting a Colony Starter Kit. Perhaps there's even a mechanic that allows you to kill large amounts of monsters in an emergency which would cost large amount of HAPs. I believe this would be more intuitive and more rewarding than the current system, but we'd love to have your opinion!
Bedankt voor het lezen en het meedoen aan
het onderzoek :)
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[ 2020-10-02 14:35:55 CET ] [ Original post ]