Greetings, Viceroys!
We’re happy to reveal that we’re working on new essential versions of gathering camps. What’s more, you can already test them on the Experimental Branch!
WHY DO WE APPROACH CAMPS
It’s more than two years since we introduced the concept of nodes and unique camps to the game. Since then, the game evolved and we feel this old system could use some iterations. Going through your feedback we’ve noticed the inability to gather resources from the glades caused a lot of frustration and felt very rigid compared to the flexibility the other production buildings present.
你好,总督!我们很高兴地宣布,我们正在开发新的基本版本的采集营。更何况你已经可以在实验分支上测试它们了!为什么我们接近营地我们在游戏中引入节点和独特阵营的概念已经两年多了。从那时起,游戏发展,我们觉得这个旧系统可以使用一些迭代。通过您的反馈,我们注意到无法从林中空地收集资源导致了许多挫折,并且与其他生产建筑呈现的灵活性相比,我们感到非常僵化。
We’re happy to reveal that we’re working on new essential versions of gathering camps. What’s more, you can already test them on the Experimental Branch!
WHY DO WE APPROACH CAMPS
It’s more than two years since we introduced the concept of nodes and unique camps to the game. Since then, the game evolved and we feel this old system could use some iterations. Going through your feedback we’ve noticed the inability to gather resources from the glades caused a lot of frustration and felt very rigid compared to the flexibility the other production buildings present.
你好,总督!我们很高兴地宣布,我们正在开发新的基本版本的采集营。更何况你已经可以在实验分支上测试它们了!为什么我们接近营地我们在游戏中引入节点和独特阵营的概念已经两年多了。从那时起,游戏发展,我们觉得这个旧系统可以使用一些迭代。通过您的反馈,我们注意到无法从林中空地收集资源导致了许多挫折,并且与其他生产建筑呈现的灵活性相比,我们感到非常僵化。