1.7 Discussion Thread

LRangerR

Local Legend
So...
What do you guys think is gonna be in it?
What do you Hope is gonna be in it?

Zero news at this time but I'm interested to hear what the community says, and hopefully Ape sees it
:bread:
:junicheer:
 

riklaunim

Planter
I'm hoping for more variety when picking how to scale up and build a farm (some buffs here and there), and then some more events, farmer impact on the world, and the farm (CC vs Joja, etc.). My list from the other thread:

  • buff non-Artisan skill for farming and non-Botanist for foraging
  • add a mini farm and some support for smaller buildings
  • add a never-leave-farm and it challenge mode (maybe add mastery cave and fishing rod to it?)
  • add extra options to differentiate farms (forest/wilderness farms could have patches working better with wild seeds/tree growth etc.)
  • add water buildings, including de-trasher to get fishing without trash :)
  • New Game+ - farmless mode - you become Linus ;)
- Basic and quality retaining soil should have day-charges instead of % chance, so it could be usable for something reliable. Like basic holds water for 2 days, quality for 4, and deluxe forever, as it's now
- The mahogany tree should have an associated mushroom to it for mushroom logs (and maybe make a few mahogany trees show up on the farm when you start a new farm). Palm trees could spawn a coconut crab on the mushroom log.
- separate seed spots from artifact spots, and maybe bump spawn rate a bit? Make them more unique (something that carrot already has). This would also open some challenge runs, not buying any seeds.
- new feature ZuZu city in-demand crops and products - sort of a market board listing crops/animal products that are in higher demand for the season/week and can be sold at a higher price (can be used to buff non-regrowable crops, animals and some novelty farming products like say - salmonberry wine). 2 seasonal random options with no limit and then every ~7 days add limited quantity for something at even better markup?
- "consequences" for Joja and Community Centre - depending on which one gets completed, some prices could increase/decrease. When Joja is thriving, they can request crafting resources and food for their staff. When CC is done, margins on high-tier items are lowered, but there would be a stronger local demand for lower quantities of personalized stuff.
--- Joja could build a hotel in the cindersap forest
--- CC would open the building of houses in the forest for a few new residents
--- Both would open an upgrade to the train station, but then the benefits would be different
- challenge focused bundles in CC: instead of remixing an option to choose them to focus around 1-2 skills you want to run as a challenge run - fishing, mining, foraging, secret scavenging etc.
 
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