![]() ![]() A stellar value! Especially since the game is still in Early Access, which we tested for you in September 2020.īut of course many are now asking: What happens next? We spoke to the producer and show you exclusively the planned roadmap to the release. It currently has a “very positive” rating, as 91 per cent of all 15,216 reviews are favourable. On Valve’s platform, Medieval Dynasty has received outstanding ratings from its players. But although this may sound dull to some, the genre mix is currently turning into a genuine Steam hit. Hunting with bow and arrow remains the greatest adventure. No great heroic deeds are performed here, instead we cultivate our fields, raise livestock or sew yarn. Instead, we live through this deprived time from the perspective of a simple man who earns his living. It completely dispenses with knights, castles and crusades. Medieval Dynasty is an unusual medieval game. A lot has happened in the medieval world of Medieval Dynasty since day one in Early Access – and more is to come. Here’s the roadmap to release and beyond. But it’s set to get even better in the coming weeks. Pathfinder: Wrath of the Righteous TipsĪlready in Early Access, Medieval Dynasty is being hailed on Steam.If a mod is made that adds kids into this game, I'll probably end up doing the same kind of playstyle on this. I don't rush to have them escape on a starship, I play to see if their "civilization" can last for as long as possible (gives it an extra challenge because now you have extra mouths to feed that can't work, have to have a school for the kids, decide if parents will work or stay at home to take care of the kids, etc.) How much impact do you think kids will be in a game that only lasts 10 to 15 years on average?ĭepends on how you play, which is the great thing about a sandox game like this you can play it however you want.Īs I said in another discussion where this topic came up, in Rimworld I play a generational game where my original pawns great-grand kids are now adults and having their own kids. Having kids in colony Sims only matters if the scale fits. Remove pixel children from being murdered like in skyrim if this the main reason why the game doesn't have this feature. Its a huge thing also it has to do with their raiting adult dying to raider or stavation still like pv-13, child dying suddently its rated M ![]() Even sims refuses to let a kid die it instead sends a social worker out to take the child when it should have died. That is the issue, its why rimworld never had kids put in because there are people who already theory crafted making children into food source like live stock, and no one really wants to do that. Even if you don't kill them they die from some other thing some ones cannibal run will butcher them, and go viral when they do. First you say child death is more common, then say make them unable to die. Ok? You have cannibals in the game but you draw the line at child murder? Which was more common in the middle ages than cannibals. Reproduction is the main method of population growth. It literally makes no sense in colony-like games. ![]() Originally posted by Fellington:Why should this matter? Crusader King doesn't care about murder plots against the virtual children. Meh, either way, kids arent needed for this game, I dont think. They could be treated as a timer for the next available settler. There wasnt any gameplay mechanic for them. They could be purely aesthetic, if you wanted. J/Sīut, I can understand not wanting to make your job harder, for the type of game you're wanting. Originally posted by SeWerin:This has been debated on our Discord for a long time, that we included it in our FAQ which you can read here:įrostpunk managed to get by with it, and not much negative feedback. This may change in the future though when the game has continued to develop during Early Access. We know there are various ways we can tackle this to make the mechanic work, but we have a whole bunch of features to add before this (as evident in the roadmap). Treating them as a different type of unit with different rules might solve things, but implementing this, as well as adapting existing systems would require a development overhaul of the game. And of course, this then could be presented out of context outside of the game, and we do not want this association. We think some of the features and systems, like raids, cannibalism, etc would not be fitting to include child settlers into. We've considered adding children to the game in the past during development, but we opted not to have children in Going Medieval. This has been debated on our Discord for a long time, that we included it in our FAQ which you can read here:
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