Wolfyyy's Technical and Quality of Life feedback

Delighted to say that the current release is hugely promising. Having said that, here is a complied list of suggestions as well as issues that I have experienced so far. Note that this meant to be an active list an a thread bump will be made every time it is updated.

Technical

  1. Some wild plants and nuts could not be manually harvested. Is this deliberate?

  2. Occasional lag spike with unknown triggers.

  3. In hard terrain maps, clay and sandpits that require mines to be directly above can’t be placed due to steep terrain issue, rendering them redundant. Is this deliberate? RESOLVED.

  4. Some barrack soldiers not equipping sword despite sword being available in storage. One way to fix is to release soldier and recruit again - but this cost 50 gold and isn’t really ideal early game. Suggest adding an option to refresh equip function.

  5. Upgraded barn still show a herd maximum size of 13 rather than 16 on main pop-up display when clicking on barn.

  6. Vault does not automatically default to being the where the gold ingots, weaponry and armoury are stored. Perhaps a ‘Fetch’ function should be added to this building at the very least?

  7. Some citizens get stuck on idle mode, can’t be move, and die of eventual starvation. This happened when a exploration banner was accidentally placed on a terrain that could not be ventured to. By the time I realise, there were like a group of citizens stuck on the middle of a hill, unable to be moved despite removing banner.

Quality of Life

  1. Introduce pick-up button for items lying on the floor, along with option to prioritise picking them up. I had the issue of raiders stealing items from my storage, then got killed and dropped the items (armours, gold ingot etc.) on the ground and they couldn’t be picked up.

  2. Introduce terrain elevation map to allow for easy terrain flattening planning. Currently, it feels like flattening terrain is a wild punt as it is uncertain which 1x1 plot is causing the ‘slope too steep’ issue for building placement.

  3. Make ‘expand crop field’ more flexible. Currently, expansion needs a minimum of 5x5, which in theory, should not be required since the original field is already a minimum of 5x5. Also need a edit/remove field option so fields can be adjusted to shift things around.

  4. Allow more distinct audio warning when raiders are spotted. Sometimes, I do miss the visual pop-up warning when busy distracted with other stuff. By the time I realise a raid was happening, raiders were already doing damage.

  5. Gates don’t do very well on diagonal roads currently, since they could only take vertical or horizontal alignment. Consider allowing diagonal positioning of gates, as well as walls for better city walling customization, especially when needing to tackle terrain issues.

  6. Allow the building of 1x1 tile road. Also currently, building of roads have an awkward algorithm of bending a road when sometimes, a straight road is most ideal.

you can flatten the terrain

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Cheers with that suggestion - never thought it was possible!

Added edits. Bump.

More edits. Bump.

I don’t recommend using this method if you want to make sure we see them. :slight_smile:

There’s a lot of you and very few of us. Don’t worry, the forum will not run out of space. You can start a new thread.

Also, I will note that bug reports should go in the bug report forum, rather than feedback. Thanks!

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