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Name

 Solace Crafting 

 

Developer

 Big Kitty Games 

 

Publisher

 Big Kitty Games 

 

Tags

 Indie 

 

RPG 

 

Singleplayer 

 

 Early Access 

Release

 2018-01-16 

 

Steam

 € £ $ / % 

 

News

 403 

 

Controls

 Keyboard 

 

 Mouse 

 

 Partial Controller Support 

 

Players online

 6 

 

Steam Rating

 n/a 

Steam store

 https://store.steampowered.com/app/670260 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 0 .. 20,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 0  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 0 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 Solace Crafting Linux [2.77 G] 




LINUX STREAMERS (0)




Improving towns

Towns are intended to provide many benefits during our adventures such as: unlocking new recipes, providing stat boosting hot stew, remedying powerful ailments, and awarding us important quests. It is from here our story and class quests will begin eventually leading us even to other dimensions, where setting up a safe haven will be even more important compared to the quite placid world we start out in.

Villages and towns (and eventually higher) are not meant to be something we need to set up everywhere we go. Setting up an outpost to help find rare resources in whatever tier we are currently adventuring can be very useful, though it is intended that we only need one "main" town to upgrade and unlock to its full potential.

These are most of the town buildings I am working on, about in the order they are listed. This list does not list the actual upgrades and unlocks per building, and is subject to major change. Some things that are not mentioned here are for example resource storage and transfer capabilities, etc. Still I would love to hear what you think about the concept in general and if there's anything specific you think should be added to the plan in these early stages.

Another topic up for discussion is the placement and construction of the buildings themselves. Currently we are just using a 3x2 house for each of the gatherers which makes it impossible to distinguish them from one another on the outside. I definitely want to give each building it's own look. But for example should we require flattened ground? Should buildings that require a carpenter or stone mason simply have their location assigned by the player and then we have to wait while the carpenter actually builds it using town resources?

Outpost
(Base population: 5)
Reaper - Gathers stalks
Hunter - Gathers hide
Miner - Gathers ore
Forester - Gathers wood
Quarrier - Gathers stone
Guardhouse - Houses guards
Guard Station - Positions a guard

Hamlet
(Base population: 10)
Tailor - Crafts cloth (Requires Reaper)
Leatherworker - Crafts leather (Requires Hunter)
Blacksmith - Crafts metal (Requires Miner)
Woodworker - Crafts wood (Requires Logger)
Stoneworker - Crafts stone (Requires Quarrier)
Trader - Buys and sells items
Carpenter - House/building upgrades/repairs (Requires Woodworker)
From here on requires Carpenter:
Arable Farmer - Farms fruits/vegetables
Crop - Designated farming space
Pastoral Farmer - Farms animal
Coop - Raises fowl
Small pasture - Raises small animals
Chef - Crafts meals, town benefits
House - Increases max population

Village
(Base pop: 15)
Weaponsmith - Melee guard upgrades
Fletcher - Ranged guard upgrades
Priest - Healer guard upgrades
Arcanist - Magic guard upgrades
Large pasture - Raises large animal
Stone Mason - House/building upgrades/repairs (Requires Stoneworker)
From here on requires Stone Mason:
Shrine - Town benefits (Requires Priest)

Town
(Base pop: 20)
Enchanter - Crafts enchants
Alchemist - Crafts potions
Adventurers Guild - Provides quests
Farmers Guild - Provides quests
Crafter Guild - Provides quests
Builders Guild - Provides quests
Harvesters Guild - Provides quests


[ 2018-09-25 16:05:51 CET ] [ Original post ]