What's everyone's thoughts on the Silver release??

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Emin3m41

Second Lieutenant
Mar 23, 2021
115
49
Hi All

Just want your perspective on the silver release, there is somethings I like and some I don't

I love the way you can queue research, I wish you could queue 3 or 4 but that's brilliant and means you don't forget and waste time.

But on the same not, I find the Science points needed for research have been increased by so much I don't need to queue. I also find that there is not enough science points in the world map so you either have to make outposts or trade, both don't offer alot, maybe 200 max with a trade which can take a few days to come in and you can get a max of 16 per day (that i have found) from outposts, when some things cost 900 i dont feel you get enough and you need to wait for many days to hit that amount, and if like me you like the get the prestige points you need to save your specialist until you get 10 to get that perk (atm I have 9 which I don't need but I want these prestige points) I either feel that the costs should have been increased but there still be a good amount of science points to collect without needing a outpost or they stay cheaper and you use outposts. just so you know I have had only 11 specialist (none have died that I remember) and I need to make 2 an outpost as I am really struggling for science points! this one is the biggest gripe for me as you can queue up but never have points to queue up. also there is no way to cancel a research once started as I forgot I had one queue for a good while ago was planning on researching something else but the wrong one started and I was unable to stop this, can a cancel research be added?

I'm not a fan of the scout towers, I think this just slows things down. This has been mentioned in a different post and it uses up a survivor when i used to do it with specialists and not take a worker away.

I liked the free placement thing that was a nice touch and helped at the beginning, and I also liked being able to hold works back whether you build stuff or not so they don't automatically go and work (that has gone to pot atm as i am down to 1 carrier!)

I have found a few bugs:

one in the world map not being able to scavenge in certain places, luckily not a game breaker but frustrating as you do still loose health but get nothing for it.

It also seems that the carriers don't bring fuel to the Garage I had alot of carriers and nothing got bought over, if the Devs read this any ideas why this is?

Overall thought not bad, I dont think it is the best update but it does add to the game and hopefully will be expanded on the next update.

Wondering what everyone's thought is for this? I still love the game so addictive
 
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Could always Specialize the Carriers, as in make them carry only one or two specific resources.
Ye tried that still nothing, I haven't got enough pickers now anyway but i waited long enough, sent specialists out on foot instead now. it is more the science points thats hard this time round, not enough coming in to wait for 900 research item
 
Just now thought of something else. What about adding the option for Specialists to take on Carrier roles when not given something to do otherwise, like killing wildlife or scouting? Could also make a toggle for this.
 
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Just now thought of something else. What about adding the option for Specialists to take on Carrier roles when not given something to do otherwise, like killing wildlife or scouting? Could also make a toggle for this.
But so they automatically do it rather than you needing to keep telling them what to do, that would be good.
 
That, and when killing part of a mob such as boars, the Specialist wouldnt just immediately return to the Colony for Carrier work when one dies. Timer runs out, they do.
 
Heya!

Thank you for the feedback. We are by far not done with the changes to the game, both in the World Map and in the colony, so keep an eye out for the next patch notes to see where we develop some of the features that were introduced in this update! :)

As for the balance with the Science Points - I have forwarded this feedback to the rest of the team and I will make sure a hard look will be taken into it.

As for the bugs:

One in the world map not being able to scavenge in certain places, luckily not a game breaker but frustrating as you do still loose health but get nothing for it.
- We are aware of this one, and are working on a fix as well. Luckily it seems to be contained to two locations, the Factory and the Military Camp (if I remember correctly).

It also seems that the carriers don't bring fuel to the Garage I had alot of carriers and nothing got bought over, if the Devs read this any ideas why this is?
- Will look into this - we did not make any changes that should cause this, the only thing I can think of straight away is that your carriers have too many other tasks to complete. If one of them is idling and the Fuel is still not in the garage, then that is definitely a bug. If this happens, please use the ingame reporting tool to submit a bug report and we will take a look!

Thanks again for the feedback, and of course, thanks for playing!
 
@Joanna_ifs Thank you for your reply, Ill be honest now I have reached 10 specialist and got that milestone and can start putting more specialist to the outposts the science points seem to be a bit better, although it still take along time to get 900, can I suggest maybe if you make a scientist a outpost who collect science points they get a boost, and maybe each class gets a boost if you pick certain outposts (not sure how that would work for the rest, but scientists in outpost for science points could work)

I do still love this game and in regards to the garage - I think i jumped the gun but i havent been able to test as all adventurers are out but I now have set 5 carriers minimum which seems to help and I think they have now fixed the car. I didnt realise that the survivor outpost held the survivors ever X amount of days, I thought it worked like the science points where you just automatically get 1 on the day you are meant to, I had 6 in my outpost just waiting haha

I do really like the different outposts but one question

On some of the Science points buildings there are other images above it like Metal, i dont get metal back just wondering if this is going to be something else you can get from outposts in the future.

I can get screen shots if I havent explained well
 
@Emin3m41 We have quite a few different plans currently being worked on, but I'll pass on the suggestion of Specialist type affecting the outpost. No promises or guarantees though :)

Glad to hear you got the Garage sorted and yes indeed, you do have to take the survivors in and also it will take time - after all the Science Points are more an abstract currency, where as the survivors are real colonists!

As for the Metal on top of them - I'm guessing you continued an older save with this? As in one that was started before the update? We modified a few existing locations on the World Map to produce Science, so if an older save is continued, this "bug" can occur - those locations at least for now should only affect Science production in that sector, the floater on top should have been removed but to be honest would have taken quite a lot of work for a small minor issue - so we decided to let it be for this update and focused on more important things instead.

As to what you can get from outposts in the future - you'll just have to wait and see! ;)
 
@Joanna_ifs That makes sense that its because of continuing a save and I don't blame you there is more fun things to do than remove a image haha.

At least I know so any double image places I will just ignore. good update, i love the queuing, outposts and worker limit really good
 
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Yeah, I also thought the new scouting system is just a downgrade to what we had before. They should make scouting with your specialists more exiting (introduce caches of stuff to find, maybe enemy hives that spawn creeps to find and exterminate, so that they stop attacking you and so on) and improve the Ui(minimap, clearer indicators for creeps, better specialist controls) so that exploring feels more rewarding.
Instead they kind of automated/removed a fun part of the game.

Moving research from one time finds to having to build outposts seems like a good idea. It helps with making the "reconquering the world" theme stronger and makes research a bit harder to come by. Might need some rebalancing, but the concept is good.

Research Que is obviously an improvement. Yay for every change like this, missing UI features is probably my biggest gripe with the game.

Havent really messed with the new bandits much, but it sounds better than what we had.

No more "20 colonists broke an ankle at the same time!" is apreciated :p


So overall a more mixed bag than the awesome bronze update and not really focusing on what I care about, but you can't win them all, I guess :)
 
Click on your scouting/guard tower, then click on follow the person assigned. Watch them for a while. Notice how they are still effectively a carrier. The only difference is they now have a crossbow and they do not show up in the carrier count.