I didn't even notice I had Calibrated Lathes, I think I didn't bother to research gun shop upgrades until I was out of anything useful to research. My one all-the-way-through playthrough of Platinum was done with Protector ideology. I guess the shanty upgrades are ok, but I usually go Communial housing with interior walls,a nd this is literally the only trait that seems to matter in this ideology?Īm I too far off here? I'm certainly no expert at this game so I'd be willing to be corrected. I get more guns than I normally need from scavenging, and by the time I have prescriptions, I've probably got 242525 medical tents up. Guard posts are next to useless because the guards don't respond to attacks very well. The solar panels are ok, but honestly you want wind later anyway so meh? The sledgehammer is ok, though I'm rarely in a huge rush for concrete until I'm ready for houses (and the game is over at that point). Fish farms aren't too far down the tech tree and they are way more efficient anyway than hunting for protein. In theory the tent bonus should be huge since it takes a while to upgrade, but honestly, I don't see the effect of the tents on happiness (it may still be a thing, but I can't tell). The Harvest speed seems really good since a lot of your food is going to come from harvesting. Survivalist seems strong because the bonuses come very early when everything is insanely tight and you are short of everything. Originally posted by jbradhicks:Thanks for prodding me, I meant to go through all three sets of tech trees and compile this list. +25% healing speed, Medical Tent and Field Hospital. +30% production speed, Gunsmith and Grand Gunsmith. +40% durability, Shanty and Improved Shanty.Ĭommunity: Reinforced Concrete. +40% durability, Solar Panel and Large Solar Panel.Ĭommunity: Solid Foundations. +20% production speed, all Auto-Extractors. +30% production speed, Concrete Scavenger. +?% happiness, Crowded Tent and Crowded Emergency Shelter. 50% energy consumption, Radiator and Industrial Radiator.Ĭommunity: Upscaled Tents. +1 work slots, Lumber Yard and Logging Camp. +20% production speed, Trapper and Hunting Cabin.įood: Emergency Harvest. Found a bug, doing so, too.įood: Survival Skills. Your colonists suffering from Hypothermia will not be automatically healed in Spring (they may still die), but at least those buildings will start working again.ĭevelopers Iceflake Studios has stated that Update 12 will go live this week, so you can expect to be playing its wintry hell soon.Thanks for prodding me, I meant to go through all three sets of tech trees and compile this list. Spring will also be added to the game as a post-winter season, before entering summer (which before update 12 is all the game had). It’s not just your buildings that will be severely impacted. And if you depend too much on fish and farms, things are going to get dire. You can see how this will stretch your food resources thin. So, any of your buildings that depend on that lake won’t be able to function. You can see in the teaser how the lake has frozen up. This isn’t shown in the teaser, but was live-streamed on the Paradox official Twitch channel. If it’s a winter catastrophe (a new type of disaster), your settlement is under some major threat. You’ve come to expect new updates to add new quests and with Update 12 we’re getting 13 new quests that are probably winter related in some ways (I would assume).ĭon’t think that it’s business as usual for your colonist when winter comes. They haven’t quite made a proper info release on this update yet but from what we can see from the teaser video, this update makes a major visual difference to the game… as well as adds to some significant gameplay challenges. They’re calling this update Nuclear Winter because finally winter is coming (sorry just had to make that reference). Surviving The Aftermath is coming out of early access in 2021 and Update 12 could very well be the final content update before it goes 1.0. The entire action has been reworked so that you no longer need to command them one by one and the action should feel smoother than before. Specialists now scavenge locations on the World Map based on time instead of APs. And the whole AP system for your specialist is completely shelved. New buildings like the burners and radiators are vital to keeping your settlement warm and people safe during winter. There is way more to Update 12 than was previously written about. UPDATE : The patch is now out! For the full patch notes, you can read it from the game’s official blog here.
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