For background: I have played a lot of this genre, and enjoy it. I play at 4K. I am older and have a condition that causes early onset of arthritis, esp. in my hands. I probably care more about UI QoL than the usual user. My bad hands also probably create problems using UI than average. I’m not going to cover feature expansion (like more animals, goods, etc).
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The key rebinding features are mostly good, great for early access. The ability to rebind middle mouse button function though would be great. I did this with a programmable keyboard.
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In 4K I find the overall UI size now to be good. Some mouseover tooltips are not resized though. Worst, most building dialogs and overviews pop up at old center, so partially off screen to the right. You probably knew, but the extra mouse dragging required to read building panels is a pain trigger.
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A way to clear orders given to the current selection of villagers. I know I can wait out the “Awaiting Commands”, and if they complete a task they go right back to the next AI task, but let me explain. I have played mostly on the very mountainous maps. When I think I selected the hunters over here, I find out that selection doesn’t respect terrain occlusion (another issue but harder to fix), or even inside a house or not. So I realize when THE WHOLE TOWN, including kids, appears on the top of the mountain. Ooops. So I select that unexpected help, and either tell them to go back to town or just stop. Then they all “Await Command” then march back, or vice versa. I have lost whole planting seasons this way, on the hard maps. ESC seems intuitive, but it just brings up the menu. If I don’t explicitly clear, the “Awaiting Commands” is still useful.
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A way to select villagers by professions or type. This would help a lot with the over selection problem of the area drag above. But it would just be helpful. So much mouse panning and finding this guy then that guy with the inspector tool to select. Ow. perhaps even certain professions or categories, like “all hunters” or “all fighters”. Dawn of Man has this in their UI, so using a modifier key you still drag select but only get hunting/fighting types. A drag select over any housing area brings out all the kids too. It would be nice to have control over that somehow. Until then kids may get sent to beat on a bear in town!
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A way to know how long your road is when building. Most city builders have this or have it in the most popular mod. When the terrain is mountainous and with it uncleared, you can tell and count off but you have to hold the mouse than pan (then look) then often move more and pan again around other visual occlusions. More Ow.
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A layer or shade or something to mark unpathable terrain. First, mountains. But second, the flatten tool sometimes creates these in odd places, esp. on roads. Those I can usually fix with another flatten, but I have to notice before half the village is trapped there! I really like the flatten tool btw, esp. on mountain maps!
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A way to filter icons when searching the map. Starting at the top, left corner, grid pattern searching to see if anything interesting was found when you sent out people to explore is hand (and mind) pain inducing.
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On mountain maps you need the trader to bring the missing items more often. A suggestion has been requested like Banished, or contracts like other city builders. But however it happens, they need more. Oddly clay was not my worst bottle neck, as I could buy clay, pottery and brick, to stretch my clay. It was herbs that caused the near constant houses degrading then having to re-upgrade issue. And ofc, since I had gold and lots of it, from year 10 or so on, I was buying out the entire stock of any trader that came with it. And even with that, I couldn’t stay out of the decay loop. I’d even buy soap just to stretch the herbs but no luck. This is the one function, not QoL, feedback.
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Trader UI auto buy, auto sell. Capped by cash on hand and cash on the Trader. You already have the auto stock. I can see wanting to micromanage it for the first few traders, but it is more UI clicking that could be saved once your production is more established.
For early access, it is in great shape. But I played Grim Dawn when my hands were better and had confidence in studio. Steam says 58.6 hours played.