Complete flow and pressure simulation for water (this will fix the puddles that sometimes form in the world).Add rivers and waterfalls to world generation.The team then went onto announce what “important developments” are going to be worked on for Alpha 11 over the upcoming weeks and months. This way we can better guide the player to the ultimate goal of the game, which is to go from humble camp to bustling city (and a bustling city needs buildings!).Radiant Entertainment has recently made an announcement which revealed their plans for the near future of Stonehearth.įirstly, Radiant Entertainment revealed that it has expanded over the last few weeks with the new team members Brad and Yang already getting stuck into help game development. I’m also very excited for implementing more inventory based gameplay because it means we’ll finally have an answer to the age old question of “why bother building things?” Building becomes more powerful when you can’t just keep hording infinite resources to gain networth. The point of the limits are to provide a meaningful message to the average player about game expectations. You can change that equation to whatever you want. “inventory_capacity_equation”: “math.max(num_citizens * 150, 1200)” So you can create a mod and mixin to ascendary_population.json and rayyas_children_population.json the following line: The inventory cap is tuned per population. In fact, the hearthling cap is simply a value in user_settings.json and can be overridden easily. It is intended that all of these limits are moddable (I will add modd-ability for crafter queues next unstable release). Toss out the idea of a massive city like they showed in the promotional materials, and I expect everyone will have a little bit more realistic ideas about the game. I guess it just comes down to what the dev’s targets are as far as the game goes. Its just gonna be more and more of a problem the longer someone plays the game, or as they add additional stuff to the game. The inventory limit is annoying, but I guess I understand it. If there are other crafters that have similarly large amounts of things to make, you could be running into this more and more. The carpenter, to maintain a pool of common tools and decorations, already has 14 items in his queue, not including lanterns or shop signs. If the devs intend to limit micromanagement, then the crafting queue will be more of a problem as time goes on. The cook would be another good example of this. My blacksmith has to maintain all of the bar types if I want to make anything. For example, the blacksmith needs bars at hand at all times to make sure you can make stuff when you need it, because the game does not naturally support that kind of functionality. Well, you can start getting pretty close to the queue limit with some of the more complex crafters. Lastly, depending how these limits are coded in, it might - just might - be possible to override them with mods if all else fails. Though, again, how many people will actually pass that in normal gameplay? And for a game partially about resource and/or inventory management, is this really such a bad thing?Īlso, don’t forget the limiting the queue per type of crafter to 20. Mine’s at 1200 with 7 citizens (and I have less than 300 items.) This cap is “based on how many hearthlings a village has”, so it should be able to keep up with your town. I don’t know if it’s just a fluke from loading an old save or what, but the inventory cap is pretty far away for me. This current max cap may raise later if needed and able, but honestly, at least from the original plans, Stonehearth isn’t about having a city of hundreds or more anyways. Most people had to just reject new citizens or the game would become unplayably slow - now they don’t have to do that manually every in-game day. How many people were ever able to get past the max 50 citizen cap we have now before that cap was ever put in? I don’t think I ever saw someone pass 30. First a citizen cap, now an inventory cap.
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