Hi everyone!
Thank you for your support and above all for your feedback which has motivated us all weekend. We have heard and understood your comments, whether they concern difficulty, RNG or readability.
Our goal was to provide you quickly with a patch that would improve the balancing in particular.
We will take the time to work again on this to give you the best possible gaming experience. However, we wanted to address the most urgent remarks as quickly as possible as well, so here is a first balancing patch.
Patch Note #2
Vagaries Balancing:
- The Hidden Harmony stat will, from now on, have a much smaller impact and won't add as many Minor Vagaries. It will add / remove a few with a maximum cap.
- There are fewer Vagaries per halt overall.
- We have removed or remodeled minor hazards that are irrelevant or unfair. We will add more interesting hazards later but this remains subject to text translations and therefore requires a little more implementation time.
- Rodents removes 300 resources rather than leaving only 100 resources
- Overwork is removed
- Influential Nature is removed
- Amnesia now removes 500 Knowledge Points instead of 200
- Blaze and Wildfire have a maximum duration of 9 turns instead of 5.
- Damaged Path adds a resource to the path instead of increasing the amount of resources already needed by 20% (This can therefore increase the cost of a resource already requested).
- Rise of the waters can no longer occur less than 50 turns before the end of the halt
- Lightning now only deals 90 damage instead of 100
- Vagaries cancellation costs have been increased to level 2 (500 from 400) and 3 (800 from 500).
Journey’s Balancing
We wanted the journey to present challenges, but we don't want it to lead to impossible situations.
- The diameter of the small halts has been increased by 1.
- Hovering the mouse over a more distant halt gives all the costs necessary to reach it.
- Reduced the cost of "Distribution" Caravan Knowledge from 600 to 300
- The forms of resources have been changed. Food resources are now L-shaped
Tribes Balancing
- One of the Northern Tribe members now has the "Healer" trait.
- Members of the Northern Tribe now consume only 2 wool in total per turn until the Caravan is installed
- 4 new "short game" tribes have been added. Winning each "short game" tribe unlocks each corresponding "long game" tribe and the next "short game" tribe.
Traits Balancing
Some traits are instant reset. Others are simply unnecessary or just unpleasant to play with.
- Eternal beginner: "This pupil can only have one specialized trade"
- The original Pupils of a tribe cannot have traits in common.
- Immortal: An immortal dies if no other non-immortal is alive in the tribe.
Other Balancing
- Hunger no longer makes Pupil ill. Careless error was too severely punished.
- We have added tips to the Travel Map. We thus hope to compensate - while waiting to improve our tutorial systems - the shortcomings of new players on the mechanics not explained in the tutorial. We cannot ask everyone to come to the discord / to go to a wiki to understand the basic mechanics of the game. These tips are currently only in French and English. We are working to have them translated as quickly as possible into all languages.
Readability and Quality of Life
- The background of the life bars is now white to improve contrast.
- The minimal camera zoom level has been decreased
- The last unit selected in the Trades Wheel menu is selected in-game when exiting the menu
Bug-Fixes
- The profession talent "Candied Fruits" no longer gives 100 peppers instead of removing them.
- F2 allows you to restart a game quickly
- The blinking bug on halts with Auras is fixed
- Multifunction no longer allows you to progress in expert trades
- The Caravan no longer needs to be put down for the trades requested in the paths to be validated.
Join our community on Discord to give your feedback, chat with other players and ask questions to the developers: http://discord.gg/3pb3gNw
Thank you for reading :)