as mentioned in today’s Desktop Tuesday, we’ll have another live stream this Friday!
Hi guys. Work continues on the Trapper, our second character class. In order to give the Trapper some victims friends to play with, I’ll be modelling a bunch of critter variants, and streaming the whole thing at Twitch.
4PM PST = 6PM CST = 7PM EST
some other helpful conversions:
Oslo (Norway) = 01:00 AM
Berlin (Germany) = 01:00 AM
Amsterdam (Netherlands) = 01:00 AM
Sydney (Australia) = 11:00 AM Saturday
Paris (France) = 01:00 AM
Moscow (Russia) = 03:00 AM
London (England) = 00:00 AM
Will trappers (and later classes in the tree) be the only units that can be coordinated for safely hunting bigger, more dangerous game? Or will it be possible to rally normal settlers/other workers to work with a single trapper as their “leader”, and directly assist with attacking and hauling hunted materials as a group?
I was wondering if such an idea could lead to an “entourage” or “follow” command, where a controllable unit such as a trapper or soldier can specifically lead others in times of emergency or for gathering convenience.
Will the trapper have an inventory limit, if so will it be by number of items or size? As in a bunny pelt is small so you could carry more compared to a bear pelt or would it just be all items are the same size?
Edit: for any who missed the live stream: yes there will be and it will be based on number of items not size, you will eventually have to bring your trapper back to a stockpile to empty his inventory,
I reask my question and I hope you could answer it =P
How will you manage the creation of building (customization) like the fortress or just simple house? Will it be like your videos on your Youtube channel?
Can we expect a fisherman and boat? because you plan to add water I was thinking about it.
Could we build walls more developped to defend us?
Could we see the differents skills of our citizens in their character sheet, their experience and their efficiency at their job?
What kind of scenarios do you plan to add at the game?
Will the Big Game Hunter still concern him/herself with smaller animals? Or would early promotion be a bad idea as it would leave the settlement short on small game hunters?
You mentioned that the focus is away from Micromanagement. Will there be a GUI for crafting, controlling farmers, trappers, hunters, and their work areas, etc? Will I have to find the carpenter’s workshop every time I want to craft something, or can I press a button at the side of the screen and have any carpenter craft it?
I’m maybe able answer this. We have kind of come to an agreement with Team Radiant that is longer lasting and easier to use for us both, which is
So instead of going once through that huge list that I (and others) wrote, I’m collecting the most pressing questions and proposals every week, wrap them up in a nice, comprehensible and short package and send them over.
I haven’t gone through the modding manifesto yet and re-added all entries as I’m somewhat busy with Jelly. If you want something to be added, however, be sure to propose it in that thread - and I’ll take a look at it immediately. I expect to get all entries in the modding manifest into the requests by Sunday, but it might become next week.
It’s a long-term solution that hopefully benefits both modders and the developers.
I believe it will be pushed out simultaneously with the trapper, at least that’s the way I understood it. Not because they were holding back on the weaver, but because they made good progress on the trapper and can give us both in the same major release.
At least that’s the way I understood it. If I’m completely wrong I deny having said any of this…
The Desktop Tuesday (and other days) update is great, but it only gives one perspective, usually from either Tom or Stephanie. Could we get a quick update on what each member of the team is working on and what their next projects are?