This isn't designed to be punishment to modders by exclusion - it's designed to communicate certain contexts clearly with whoever is browsing your profile. If someone sees you have a certain achievement, they'll assume it's because you achieved something in the game that is being sold as opposed to a house rules version of it. I voted against because achievements are understood, as a system, to be something that is applied to the standard-issue main game. Paradox may have the same policy but the way Civilization 5 handles it shows it's a wrong policy that needlessly punishes people who do not want to cheat. Cheaters exist but they are few and they can't harm a singleplayer "community", plus by making mods disable achievements you won't stop cheaters. But it turns out people, me included, like challenges and like being rewarded for beating a challenge. The easiest thing in the world would be to use the Steam achievement unlocker to 100% everything. One needs to only mention the Sisters of Mercy unit and hero to prove the point. Even multiplayer doesn't earn you a rank.Īnd it must be said that there are some design decisions by Amplitude that are objectively wrong, by any standard. But Legend/Space aren't Dungeon of the Endless, there is no progression and no unlocks by beating a game. If the Endless Legend/Space had a persistent progression system, then I'd agree that mods would ruin the experience. Hell, you aren't even unlocking anything usable even for singleplayer. How is anyone harmed by people using mods in singleplayer? "The community" is not an argument for singleplayer: no one looks at your stats, you aren't getting any advantage over anyone else in a competitive mode. What does this tell us? People don't use mods to abuse the system, they play with mods to have fun. Example: the achievement for beating the game on hardest difficulty has been earned by 1,9% of players of Civ5. This has not led to people abusing the system. Let's take the example of the Civilization series: you can play with mods AND earn achievements. Result: people aren't using mods and other people don't bother making mods, knowing that they won't be used. Moreover, it's very self-defeating to try and get a mod community going (an obvious goal of Amplitude, why else would they add Steam Workshop support?) but then penalise everyone using mods. Currently, even purely graphic mods like more faction colours or UI changes also disable achievements. If anyone wanted to cheat, he'd just use an unlocker and 100% all the achievements with a single click, not bother to play the game with mods that may or may not make getting an achievement easier. There are simpler ways to unlock achievements than by playing with mods that make things easier. Mods are very popular (and useful) with their games, yet you need to play vanilla to get achievements. So with regards to achievements, everybody should be on the same level - which is either vanilla, or a fixed set of mods which are "approved" by the devs & community.ĪFAIK, other publishers see this the same way, e.g. There's IMO no way that you can make sure that cheaters won't use mods in order to get achievements more easily. It would be real nice if you do this for the other Endless games as well. It helps no one (doesn't protect the achievements from cheats) and harms people that would like to play the game with some mods and unlock achievements along the way.
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