Some of this maybe spoilers so please dont read on if you dont want anything spoilt
I have been really looking forward to this DLC it sounded like a nice little addition.
for context I am only playing on 100% this playthrough.
I have very mixed reviews from playing this all of today.
id like to hear others thoughts on it
I have been really looking forward to this DLC it sounded like a nice little addition.
for context I am only playing on 100% this playthrough.
I have very mixed reviews from playing this all of today.
I really like the moondust resources, its a great little addition and really does help when one of your resources is getting low you kick overtime on and bang your production increase but what seems a good amount.
for the most part I do like the hope bar, it has sections on the bar and depending on that is dependant on how likely you are to get anguish.
please not the trauma centre only allows 1 person in at a time not 2 like the medical tent, I am unsure why this is as the building is alot bigger than the medical tent. you only can have 1 staff work there aswell.
What I am not as keen on is the anguish, when they turn it does not seem there is a way to fix them unless you just kill them. so if a colonist turns basically they are now an enemy that needs killing, thats fine on the most part but it is how quick even when the bar is just above halfway that they become anguished, I had 6 anguished and then managed to get that down to 2 but as I was just about to finish one of the 2 in the trauma centre and get the other in suddenly that jumped to 7, I had a colony of 40, its a big chunk of people, the only way I have found that you get the hope bar up is the random encounter things that make you choose from an option or side quests. both of which do not come up often enough to make the hope meter stay anywhere positive for long, you can also throw a part there are 2 to choose from and one is locked little and a big party. they both require loads of resources to run the small is about 150 food 150 plastic and 40 wood. so doing this cant be done all the time.
I am really finding the anguish more a chore than a challenge as it just seems impossible to do anything to counter it unless you get a mission or a random encounter as the parts are to expensive especially in early game. there is no new research tree either which I was expecting to see to try and give the hope bar permanent and temporary modifiers. not sure if there are any research elements but there certainly aren't at the beginning.
so ye mixed feelings i think the moondust etc is great and like that, and even like the hope meter and the anguish (although i wish there was a way to knock them out and maybe put them in a jail rather than kill them) but i feel the hope meter goes down to quick (which I am unsure if that is also down to mood, but it does not go up when you are in good mood as i tested this) and people get anguished very quickly its impossible to deal with
for the most part I do like the hope bar, it has sections on the bar and depending on that is dependant on how likely you are to get anguish.
please not the trauma centre only allows 1 person in at a time not 2 like the medical tent, I am unsure why this is as the building is alot bigger than the medical tent. you only can have 1 staff work there aswell.
What I am not as keen on is the anguish, when they turn it does not seem there is a way to fix them unless you just kill them. so if a colonist turns basically they are now an enemy that needs killing, thats fine on the most part but it is how quick even when the bar is just above halfway that they become anguished, I had 6 anguished and then managed to get that down to 2 but as I was just about to finish one of the 2 in the trauma centre and get the other in suddenly that jumped to 7, I had a colony of 40, its a big chunk of people, the only way I have found that you get the hope bar up is the random encounter things that make you choose from an option or side quests. both of which do not come up often enough to make the hope meter stay anywhere positive for long, you can also throw a part there are 2 to choose from and one is locked little and a big party. they both require loads of resources to run the small is about 150 food 150 plastic and 40 wood. so doing this cant be done all the time.
I am really finding the anguish more a chore than a challenge as it just seems impossible to do anything to counter it unless you get a mission or a random encounter as the parts are to expensive especially in early game. there is no new research tree either which I was expecting to see to try and give the hope bar permanent and temporary modifiers. not sure if there are any research elements but there certainly aren't at the beginning.
so ye mixed feelings i think the moondust etc is great and like that, and even like the hope meter and the anguish (although i wish there was a way to knock them out and maybe put them in a jail rather than kill them) but i feel the hope meter goes down to quick (which I am unsure if that is also down to mood, but it does not go up when you are in good mood as i tested this) and people get anguished very quickly its impossible to deal with
id like to hear others thoughts on it
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