Lack of overview - ideas for Quality of Life improvements accross the board

Let me start by saying I do really enjoy the game and have over 70 played hours. The fact I write this long a list below shows that I feel enough committed that I want to even bother :slight_smile: I hope this list is useful and can receive some TLC from the devs.

Overview
My number one frustration in the game is lack of overview.
My main proposal / request:

  • When I click the list of professions, I want to be able to click a specific profession (for example: Forager) and then go to a ‘random’ Forager Hut. From that screen I want to be able to click forward/back to the next Forager Hut. Same for other buildings. It’s very difficult to find all buildings of a specific type and cycle through them.
  • Re-use of code of the Barn should make this function more or less easy to implement. Something similar to choosing in which barn the purchased cows from the merchant should go.
  • When building something, I want to see all the same buildings highlighted. I think this happens in some cases (Rat Catcher, Guard Tower, Market), but not always. For example when I build a Bakery, I want to see the other Bakery already built so I know where it is and don’t end up building 2 next to each other. Yes this happened more than once :wink:
  • When building a decoration, I want to see all decorations highlighted, similar to previous
  • When building something that has an area of effect for desirability, I want to see the current area of effect of that same building (Shrine, Temple, Healers Hut, Bakery, Pub, decorations, etc) which is already available, so I can optimize the placement of the next.
  • I would like a desirability overview layer where I see the area of effect of all buildings. Perhaps with a filter for type of building (Shrine, Temple, Healers Hut, Bakery, Pub, decorations, etc)
  • If I click a “Deer sighted” icon, I would want to see the Hunter Hut highlighted that has its work area on that deer. If any.
  • Mini-map. Especially when playing on a large map there is no way to easily go about the map. I usually build more than 1 village. This mini-map should also show where the raiders are attacking. Now I often just have to scroll around frantically to find them. With multiple village/market centers, raiders seem to start attacking from multiple directions and at multiple targets. This is fine. I actually enjoy the raiders (more or less), but then I do want to know where they are. Just getting the “building destroyed” notification to find they are also at an entirely different part of the map kinda scks.

Other quality of life things:

Stock
I need to DESTROY STUFF !
Seriously though: I need to be able to just discard some of my 6000+ Willow or 5000+ Berries or 10.000+ smoked meat. Merchants dont want to buy it. At some point I dont want to bother making more storage for it.

Raiders
Amount of raiders is going up with the amount of villagers it seems. This is very frustrating, as it only results in loads more death. I’d propose the amount of raiders to only go up with the strenght of the village, the amount of watch towers/soldiers. Suddenly ending up with around 100 dead villagers is not funny and can bring your village to the brink of disaster and nothing possible to do to prevent it.

Crude weapons are completely ignored. Not sure if this is just a matter of being early access? I expect that if I click the bell on town hall, then villagers go there to get themselves armed. Does not seem to happen.

I’d like to propose 2 changes:

  • Clicking town bell makes villagers run into town hall, basically as refuge
  • For the amount of crude weapons available, the villagers become available as (weakly armed) soldiers comparable to the way the barracks work - so there is a flag option to send your villagers with those crude weapons to get ready to fight at a specific spot. Cancelling the flag (comparable to return to barrack) makes them go back to work (and return the crude weapons)
  • Maybe include hunters into this option? I end up with dead hunters at every raid, since they are stupid enough to attack 80+ raiders alone, on their own. If to combine multiple hunters theres at least a chance :slight_smile: And if I’d choose to just gather my hunters somewhere then at least I could keep them alive.

Killing raiders should give some random loot. Not much. Just something for the trouble.

  • Some random gold, a coat, a weapon, food, spice, whatever. Does not have to be a 100% drop rate either.
  • And/Or perhaps introduce ‘scrap metal’ which drops from raiders, which can be recycled at the forge/blacksmith. At some point iron is used in everything and it’s impossible to create enough as the process is too slow. Even with the special hammer in the temple. I end up with 1000+ iron ore and coal and just no iron. It feels imbalanced.

Also : I want a different sound for being raided, compared to other “panic” events. Perhaps use Yankee Doodle or so :slight_smile: Current sound is too much alike anything else.

Sounds
Speaking of sounds. I want a different sound (none, no sound at all) for a villager dying of old age. At some point I am just ignoring death or other panic sounds with near 1000 villager count. Then suddenly I missed something important.

Flattening tool
The flattening tool could really use an option to ‘flatten down’ or ‘flatten upward’. In its current state it’s next to useless if you need to do some terraforming to for example be able to build a sand pit or something against the side of a mountain. It can take and endless amount of time to get it right, without also unwanted messing up nearby areas.

Barn bugs
There is something wrong with Barns and access to roads. I cant put my finger on it. Too often I have to at the very least move a barn, or even destroy it and rebuild entirely. Lifestock keeps getting unhealty, even if there is (some) fodder, full amount of farmers, etc. Waste gets collected. The Barn next to this one has 0 issues. It’s confusing and frustrating. Sometimes restarting the game fixes it, sometimes not.

Cosmetic
Apiary should be under food, not resources?
Brewery should be under food, not resources?

Message center / notifications

  • I want to be able to set an alert on a building being constructed, same as ‘Prioritize’, where I will see a notification message once the building has been constructed. This is so that I can go to that building and change its configuration, assigned workers, etc.
  • I want a Message Center where I can review recent messages. For example, where again was that building that has an empty work area?

Steam Achievements
What gives?

Balancing
Production of 1 compost from a Night Soil collector does not make sense. Equally lack of sense is that a huge farming area takes 1 compost, just as a tiny farming area takes 1 compost.

Bug - decorations that can be upgraded are missing a Upgrade tag
title

Bug - resources at riverbank unreachable (Reported also on Steam discussion forum)
More than once I had that resources at the side of the river were unreachable. I had this at least with Willow in 3 different resource spots and the foragers refused to go get it. In the overview of the foragers hut you see the icon of Willow being nearby, but when trying to set the workarea it does not show up as reachable.
I started a new settlement and was enclosed by a river half around me with a lot of steep
hills. Not sure if that is the reason for the bug. But I tried quite a bit of terraforming and still no joy.

2 Likes

Welcome to the forum. :slightly_smiling_face:

Once you are on forager’s hut for example you can use the right/left arrows at the top of the building’s info to move to another one. This works for all production buildings far as I know.

A mini-map will be coming at some point as will Steam achievements which will come nearer to full release of the game.

The game could definitely use some more alert sounds. You are right that hearing the same sounds for different events is confusing, and you also become numb to them and end up ignoring them. It would also be nice if they could be toggled on/off for different events, so you’re not hearing the same sounds over and over, for things that aren’t really concerning (like your example of villager deaths at high populations). That way you can respond to the ones that do matter.

You can turn off such notifications in the interface in the Settings menu.

1 Like

Raiders. " I’d propose the amount of raiders to only go up with the strenght of the village"
Then, you dont build any defense, and only rely on hunters ??
Stock. " able to just discard some of my 6000+ Willow… "
You can swich a buiding “off duty”, isn’t this game about management ?
Mostly agree with your new ideas. :wink:

1 Like

This topic was automatically closed 90 days after the last reply. New replies are no longer allowed.