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Unless I'm misunderstanding what the actual requirement here is, it seems that progress on "True Fan II" is stuck. I've had a large number of games now where my final score was > 5000, but it doesn't seem to budge beyond "6/20".
Hey, challenges (like the true fan one) only count when they are activated and shown in the top right corner within a playsession. So the game only counted the games in which the challenge was activated. The game chooses challenges randomly but prefers the ones on lower levels.
We´re currently rethinking this system because it causes a lot of confusion, thanks for reporting!
Ah, thanks for clarifying. Yeah, I was expecting it to be more like regular game achievements, and the indication in the top right during the game to be just a reminder of some of the more prominent/easy ones (with the ones not shown still active in the background). Cheers.
I think it's a good idea to have "only in this session actve" achivements, but this should be clearer for the player. Ifirst thought, that the three achievements are only examples of what I could reach. ;)

But I had the feeling, that some achievements also work, when they are not displayed - am I right?

However: Some tasks SHOULD be active all the time - I mean the achievements, that are hard to reach, cause you must have them in den current session.


When I think of how often I was very close to reaching 10.000 Points... I had 5 or 6 times about 9800 to 9960 points, but did't get the 10.0000. The first Time I reached 10.000 was SUCH a good feeling - but I don't know, what I had done, if the task "Reach 10.000 Points " wasn't active then - I think my Mouse would have gone onto a fly out of my window ;)


I hope the Game will get additionals ideas, cause it really makes fun, but of course there is some motivation missing, if you have reached all or nearly achievements. I also would pay for DLC or Addon.

Macht weiter so :)
That had me also confused. I think I'd like to be able to set which achievements I want to work on for a given game. How to set your achievements then could be a tutorial point which also clarifies the limited to x-achievements per game
Guten Abend.

I for one think that the player, who is the only one knowing what mood he is in when he starts playing, should be

allowed to choose what three buttons for his favourite Tasks he will have in the top right corner of his screen.

I cannot stand the compatible/incompatible tiles thingy, and never play it because I have not grasped how it works, and

it fills the place of another more pleasant task. I would rather play for the 200-tiles-unrotated of Bear VI when I feel like

doing so and it's not there !


(I have two hundred and twenty hours of your game in my game-bag, just on Dorfromantik. I find it mesmerizing !

Therefore, I am fairly likely to know what I am talking about. Besides, which is utterly irrelevant, I am a retired French

academic on the wrong side of seventy-five, who only play any games just by myself.)
Post edited November 20, 2021 by eiapopeia86
avatar
eiapopeia86: Guten Abend.

I for one think that the player, who is the only one knowing what mood he is in when he starts playing, should be

allowed to choose what three buttons for his favourite Tasks he will have in the top right corner of his screen.

I cannot stand the compatible/incompatible tiles thingy, and never play it because I have not grasped how it works, and

it fills the place of another more pleasant task. I would rather play for the 200-tiles-unrotated of Bear VI when I feel like

doing so and it's not there !


(I have two hundred and twenty hours of your game in my game-bag, just on Dorfromantik. I find it mesmerizing !

Therefore, I am fairly likely to know what I am talking about. Besides, which is utterly irrelevant, I am a retired French

academic on the wrong side of seventy-five, who only play any games just by myself.)
Hey there,

the challenges are a hotly discussed topic internally. Currently, we see them as 'random modifiers' to your gameplay, giving you something to concentrate on, if you so wish. However, we are aware the players would like a little more agency.

As for the compatibility / 'perfect' tiles, that's on us. We are not doing as good a job explaining the mechanic as we should and we plan to rectify that, but a tutorial rework likely will only come with full release due to potential other changes requiring tutorial support.
Basically, matching edges, so trees being placed next to trees for example, is what that particular one is about. The exception are our "Lake" tiles which also can be matched with plain grass.