Hi Crate! FF has brought a welcome change to my gaming diet. Recently I have been diving into the town building for hours of what I’d describe as a zen experience. Having it played, I can totally see that “no victory objective” philosophy is in the heart of FF. I am enjoying the game a lot and from the first few hours it was clear to me - the core game holds up well. That being said, I have also been compiling a list of observations/suggestions which I’d like to share.
I have been playing on Trailblaizer difficulty, all maps are Lowland Lake.
Here are my notes.
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Wall building pattern - only perpendicular? You have the road pattern tool that works well, I can’t see a reason why it can’t be the same for walls. The walls deserve to look natural too (like on the FF’s main menu background).
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Terrain flatten tool - make it sample-based: first you click on the terrain which height you need (pick sample), then you draw the terrain flatten area which will be worked on until the marked area matches the sample. This is a more sensible approach than what we currently have (ironing out for 50 times the same piece of land).
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Slight courage buff for the retreating hunters is needed - instead of finishing the animal they run away. It’s pretty comical, but it’s also quite a pain when the hunter starts a fight with a boar and then retreats allll the way to town center leaving the boar with 1 hit worth of HP while the hunter could survive at least two more blows from the boar.
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Wagon shop often remains idle - more clarity required. Sometimes the wagons start doing their work immediately, the other times they never leave the shop. No idea why. Tried placing near a mine / storehouse / in the middle of the distance and I just can not understand why sometimes they work and sometimes they remain idle. Maybe it’s a bug. Either way some in-game clarity (or fix) would be welcome.
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[insert any profession] remains idle - more clarity required. Admittedly I often can investigate and figure out the reason (lack of a resource needed for the task), but sometimes I fail to find any reason. Besides when there is a lot of them it becomes rather tedious. An in-game tooltip specifying the reason for idling is needed.
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Edit: a better idea: replace soldiers with militia.
Original point:
Idle soldiers could fill laborer roles during times of peace. I might be doing it wrong, but soldiers are rather too expensive commodity compared to what they provide, so instead I rely on a few towers at choke points and walls to defend against raiders. When raiders get inside, I ring the bell and watch the chaos. It’s not a pretty sight, but when looking at numbers - the losses aren’t as significant as if I had to pay salary to a bunch of soldiers, who can die during invasion anyway. Also crafting armor and weapons takes considerable resources adding to the soldiers’ cost. So at least they could do something useful at 99% of times being laborers, and to be honest even then I don’t think they are cost efficient.
- A new tool for resetting the current status and tasks/actions of anyone - so he/she can be assigned to another profession/building site/or any building in their vicinity. This would solve a number of cases, to name a few:
- a building site would remain untouched with something small as 1 stone left from finishing for literally years while builders walk by all the time carrying stuff for their homes or other building sites on the other side of the town
- same as above and the building site had priority checked, but still remained untouched for too long
- I had a bakery burned to the ground in the middle of the town with a water well nearby only because it was autumn to winter transition and my citizen were busy carrying firewood and food to their homes. The bakery burned from full HP to zero. It was a slow (and painful) burn. Nobody stopped by and I couldn’t do anything. The baker lady and I were really upset.
- People often travel miles to bring logs to a building site from a storehouse, while there are trees marked for harvesting right there. It’d make more sense to chop some logs.
I am not suggesting direct control as with a worker in an RTS (the current system makes sense on paper), but the mentioned kinds of situations happen way too often and it feels like more player agency is needed at times.
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Laborer vs builder system is not entirely clear. I mean it’s clear that I can add/remove the number of builders, but more often than not I have more building sites in progress than there are builders to fully cover them all, so it’s not clear how many builders I need at the moment and how many laborers. The way the other professions are presented is perfect (i.e. 4/4 fishermen).
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Crop disease prevention/cure is unclear. I understand that rotating different types of crops and keeping crop fields at some distance from each other are the intended way to prevent the spread of diseases, but is there anything else that can be done? Like assigning farmers to do maintenance in a certain pattern or specific crop rotation?
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Log value for the planted trees interface. Like oak starts at 3, then on the 3rd year it grows to 4, on 10th year to 5 etc…
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Visual transition from winter to spring looks like winter to summer. The foliage is immediately tall and green after snow melts. This gives intuitively wrong impression to the player. Suggestion for the spring to make the snow melt only partial, the trees to remain naked and grass/foliage not to be immediately as lush. (easier said than done, I know
)
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Trading post inventory refill lag is often too long. I have this issue often when the merchant leaves before the goods are delivered to the trading post’s inventory. Even when I order the delivery (like 20 baskets) when the merchant still has 50+ days. Just doesn’t feel right.
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Guard towers and barracks to have weapons and armor stored in them. So once the raid is over, the player can disable the building (toggle production off) and free the human resource. Once the raid is sighted - toggle production on and folks who take the spots would immediately have the weapons at hand.
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Bigger impact for adding compost to crop fields. As it is right now, I honestly can’t notice a difference. My crop rotation routine works like clock, keeping fertility at 70+ and weed level with rockiness close to zero, but when I add compost I would expect to see fertility go up for at least 20%, so it would be noticeable…?
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The heavy tools soft lock for some buildings had strange results. I understand the concept that you need to buy the heavy tools from the traders in order to unlock production of heavy tools. However I’ve had a furniture shop stuck at 1x heavy tools building progress for numerous years, even after I specifically purchased extra heavy tools. I think it’s a mixture of builders being busy at other building sites, heavy tools being stored and not delivered to the furniture shop site and starting building furniture shop when I did not have any heavy tools. And also inability to reset the builder’s task who’s passing by. I can get behind the idea of the purchasing your first heavy tools from the merchant. It just sometimes seemingly snowballs with other factors into a frozen production with no clear way of resolving the issue.
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Healer’s house feels like an economic parasite. The monthly gold fee is just too much for the services the healer provides. I am pretty sure you can turn on your dictator approach and calculate what are the actual losses of not having a healer and they’d be less than the healer’s salary. Besides, it’s often when healer is needed the most (epidemies, raid victims) single healer is not enough to stop the problem. Maybe healer should pay tax for selling snake oil?
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Overall gold economy feels off. In my mind, the main income should come from houses and markets, also to a lesser degree from pubs and other manufactures. On top of that the occasional income spikes from trading with traders. In the game, however, the trading seems to be the absolute king here. The taxes and marketplace can barely sustain just guard and theatre in a 200 pop town with good everything. I feel like bigger income from taxes would feel more natural in the current balance of things.
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The education system is, ehm, very basic? I feel like you have a plan to expand it, but at the moment I don’t notice any effect of educating people. And why only basic education is the limit? I would suggest to make the benefits of education more clear to the player (in numbers).
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The search bar would be much welcome. I get it, it’s a major UI overhaul and a ton of work. Grim Dawn didn’t have any at first as well. But it’s such a big quality of life changer.
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Bug report: for some reason I was able to extend a crop field to what I guess is many times beyond the allowed limit. It just allowed me to drag, so I did.
If needed, I can provide the save file (but please provide instructions how do I find one)
Edit: a bit more suggestions:
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Make planting trees area based instead of single clicking.
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In the mentioned area based planting trees - allow to pick a mixture of trees player wants to plant. They all cost the same so it wouldn’t cause balance issues, but it will make planting trees a lot faster, natural and enjoyable. Same solution would fit nicely to Arborist too.
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Loyalist DLC item idea - crate of entertainment. Alternative skin for shrine. A magnificent statue of crate.
That’s the end of my list. I hope this data is useful and honestly, I enjoy the game a lot and the pros very much outweigh the cons.
You cultivate your games like no other (GD) and I have no doubt FF will be recognized as one of the best town builders, just like GD belongs to the top ARPGs.