If there’s something I’ve learnt from following indie development is that time schedules do indeed slip, but the one thing I can say is that the team still seem to approach it and address us with the same amount of vigour, happiness, and openness as they did during the Kickstarter, which is a massive thing for me.
There is definitely a hell of a long road to go and we are just starting to see things slot in to place, and the core systems start to really take their shape.
I’m sure as we go forward things will start to speed up, but hey, all things are moving forward at the moment, so let’s hope it stays that way!
Fair enough. You guys would know better then me, because, you know, your the ones doing it.
I guess I’m just a little nervous, mainly because I want the game to succeed. These things are very big and complex and filled with pain and biting things. And I am hoping for the best, just I guess I should be a little more patient and see what happens.
Cheers to you good sirs, and may your code be bug-free and filled with happiness…
@SteveAdamo and I aren’t part of the Dev team, we’re simple moderators of the forum who are contractually obliged to praise the game at every opportunity
Don’t worry you’re not alone there and your concerns are all valid, unfortunately like you said, patience is the key here. We just have to wait, see how things progress, offer feedback and opinion as the game progresses, and try to enjoy the ride.
Hello! I was wondering if trees will become replant able? That way people could make a tree farm near the village when it gets bigger and wont have to send their villagers across the map to get more wood.
thank you for your time
Knowing that handling of save games is on the focus list at the moment… are there plans to roll-out the feature already in a way that mods can add information to save games (and load them again)?
Oooh good question, perhaps hopefully we may see a guide for how to do so in today’s DT, as we have for other new additions to modding in the past such as the mixintos and overrides.
Click the carpenters work bench? You should see an anvil appear I think? Click that to get to the build queue? The same way you would build beds and fences etc.
I don’t understand? You should just either click the red X when a UI option is selected such as ‘Zone Tools’ or ‘Build & Design’, or just click anywhere else on the screen to deselect a unit.
Well, I can’t make a Carpenter Bench without hiring a Carpenter, right? So, if I can’t select the Carpenter, then I can’t make a Carpenter Bench, which would make that Unit useless in the game.
And, when I select a Unit, a Menu shows up in the Top-Left-COrner, right? Well, when I click anywhere else to exit out of it, It won’t go away.
Edit: Ah! For some reason it works this time!
Oh and, also, the “Exit To Title Screen” Option in the Pause Menu doesn’t work.