The enemy will now be aware of its own strategic advantage and will thus be more likely to attack in such an instance. This is a small change not even worth listing in the working on list, but it's important gameplay-wise.
You'll also get to name your settlement now when you build the first asset, which is not important, but it's nice.
Even less important is a little change in the wording of some outcast events for immersion's sake. Some of the new afflictions involve interactions with other people in the events they generate and it looked weird to be told to be completely trapped in a cave for example and still find yourself in that very same turn buying some medicine. As long as the player is not completely trapped, we can assume those interactions involve the surrounding settlements that units punish after combat and such.
Being completely trapped however could happen again in the future in the form of dungeon crawling of some sort in which actions involve only a few hours instead of weeks in order to avoid interfering with the afflictions.
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