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Αναφορά προβλήματος μετάφρασης
Just today I finished the last achievement and this DLCs achievements felt a bit lackluster as well. They went by too fast tbh.
I still love this game, else I wouldn't have gotten every achievement. But 1.8 felt overall a bit weak imo.
And yeah, I also have 100% achievements and love the game. But both DLCs are... n't necessary.
If you don't want the extra variety/are cool just playing the base game, they aren't needed by that same design, which was the point (or so I imagine).
Their architecture is cool though, and the ravine is a great biome
I hope that if they continue making DLC for the game they expand on the games existing lore rather than adding on new extentions (are we ever gonna get to learn more about the queen and the sealed ones?)
Would also love either another game in the universe or a larger DLC that adds a mode that goes further into pushing back the sealed ones, maybe even with a goal of erecting a new perma settlement.
Either way the silver lining is that new players have no need to buy the DLC to experience the game. But I hope we get some bigger content drops in future DLC if there is any.
The priorities and ambitious creativity of these devs are disappointing. Solid strategy game, but yeah, so much unrealized potential in departments like story and other things.
Roguelike games with rich character/story lore like Hades I/II are quite appealing, but I quite enjoy the breadcrumbs approach too, personally speaking.
But I come from games like EU4 and Warhammer, where I am used to high priced DLCs - while Paradox has much content in them, Warhammer has not.
So for the price I think the content is fair.
Of course there could be more depts to some mechanics and the story, being a greedy gamer myself I think it could always be _more.
But you never know why there is no such thing. Maybe there is no good storyteller/author in the team - I'd rather have no story arc than a shallow / bad written.
Whinier, harder to please, and eat more while working less?
I'd rather they weren't pay-to-win, sure, but paying for what sounds like a more limiting, less useful option with no upsides doesn't sound like a blast either.
The bats problem is they rely on a sacrificing playstyle. For bats to be good you need to have a surplus of villagers so that you can exile a bunch with the manorial court to boost their resolve a bunch and get guaranteed double production. The problem is for this game plan to work well you need to get some combination of corner stones to make it a viable play (such as hidden from the queen, increased villagers with every newcomer, cannabalism, blood price contract) to have enough villagers, not die of impatience on P20, and get enough of a reward to justify the saccing of villagers.
But since you need to take bats at the start of a caravan (or randomly end up with them) you can't decide to take them when you have ideal chances of getting at least one of those effects, you need to take bats and pray you get effects to support them, more so than any of the previous races except possibly frogs (also DLC) with their stone dependence. But even them you can take an embarkation to protect from that.
I'm a fan of using mystery as a story telling device - Sandfall just employed it exceptionally well in Expedition 33 (god I wish this kind of quality in characters in story was just common place instead of having to be exceptional in video games). But I feel like AtS gives us barely anything at all to chew on and digest and it's such a damn shame because what they have actually set up is good, they just don't do nearly enough with it imho.
Like one concrete example that always pisses me off is like how the dialogue for the seals is the exact same thing every time you do a different seal. They couldn't even be bothered to make a little bit new dialogue or something interesting happen as you unlock different seals. The guys giving the exact same dialogue every time doesn't even make any logical sense.
Bats do metalwork, surely there's room for more metal alongside copper?