Mind Over Magic

Mind Over Magic

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AegisX999 Dec 26, 2023 @ 6:59am
Not enjoying Room Requirements
I can't get my head around the room requirement system, I don't like it because of how restrictive it feels. I love the rest of the game ( Including combat ), but not being able to build rooms the way I want seems like a pain. I can't plan for additional rooms when one building has to be taller than it is wide for the next or they have to be separated and private it looks uneven and unnatural to me. I've seen so many bases and examples yet I want to make the base my way but I can't? I hope these the restrictions change somewhere down the line.

Just someone's though that really enjoys this game.
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Showing 1-15 of 21 comments
XartaX Dec 26, 2023 @ 10:27am 
I enjoy it, it makes you build stuff that isn't just symmetrical boxes. And it's very on-theme with wizard buildings that stuff is chaotic.

My only problem is that almost everything is private.
Precious Dec 26, 2023 @ 10:41am 
I doubt the rescrictions are going to change. That is what seperates games like this from others. I have played the demo and the release for hours now. What I have found to be helpful in planning is this -

- Make a list of the rooms you know you want, plan ahead.
- Start by making your walls 10 stones high, overkill sure, but there are alot of rooms that need to be lofted.
- use the spiral stairs cases!!

Here is an example of a simple base that I've done for staff rooms:

XSCXXSCX
XSCXXSCX
XXXXXXXX

X is the room and each of those can be a private room.
SC is the stair case
All those Xs on the bottom is the ground floor.
The devs have made it very easy to remove and rebuild

Sometimes you have to think outside the box and build wanky at times.

I will admit, a building planning tool would be nice, I hope this helps you. I love base building games like this one.
itsAlaskaTTV Dec 26, 2023 @ 10:55am 
I know what you mean but the room requirements force you to be creative with your build. I struggled with them too at first but I've managed to come up with some cool builds with the room requirements
swiftdoll Dec 26, 2023 @ 11:07am 
Originally posted by XartaX:
I enjoy it, it makes you build stuff that isn't just symmetrical boxes. And it's very on-theme with wizard buildings that stuff is chaotic.

My only problem is that almost everything is private.
I'm currently on a game where the private dining rooms also need to be grounded, so I guess I gotta build some damn stairs to get over them if I want to have those :lunar2019crylaughingpig:

I have started to write down which rooms need elevated or grounded so I can sensibly plan something. Would be very helpful if the game had an option to view requirement groups like that instead of having to click through them all
Last edited by swiftdoll; Dec 26, 2023 @ 11:08am
XartaX Dec 26, 2023 @ 11:13am 
Originally posted by swiftdoll:
Originally posted by XartaX:
I enjoy it, it makes you build stuff that isn't just symmetrical boxes. And it's very on-theme with wizard buildings that stuff is chaotic.

My only problem is that almost everything is private.
I'm currently on a game where the private dining rooms also need to be grounded, so I guess I gotta build some damn stairs to get over them if I want to have those :lunar2019crylaughingpig:

I have started to write down which rooms need elevated or grounded so I can sensibly plan something. Would be very helpful if the game had an option to view requirement groups like that instead of having to click through them all
I don't think any dining rooms need to be grounded. But the best one has to be private and a tower. Which is thankfully not as annoying as private and elevated.
Dryssa Dec 26, 2023 @ 11:13am 
The thing that's strange to me is that there are basically no rooms that can just... be connector rooms in the middle of a building. I guess I just get to fill them with chests.
XartaX Dec 26, 2023 @ 11:57am 
Originally posted by Mindroth:
The thing that's strange to me is that there are basically no rooms that can just... be connector rooms in the middle of a building. I guess I just get to fill them with chests.
Chests, mana lanterns, filler beds, etc..
XartaX Dec 26, 2023 @ 11:58am 
Originally posted by Preciousdio:
I doubt the rescrictions are going to change. That is what seperates games like this from others. I have played the demo and the release for hours now. What I have found to be helpful in planning is this -

- Make a list of the rooms you know you want, plan ahead.
- Start by making your walls 10 stones high, overkill sure, but there are alot of rooms that need to be lofted.
- use the spiral stairs cases!!

Here is an example of a simple base that I've done for staff rooms:

XSCXXSCX
XSCXXSCX
XXXXXXXX

X is the room and each of those can be a private room.
SC is the stair case
All those Xs on the bottom is the ground floor.
The devs have made it very easy to remove and rebuild

Sometimes you have to think outside the box and build wanky at times.

I will admit, a building planning tool would be nice, I hope this helps you. I love base building games like this one.
I like to have a tower with a spiral staircase where every level is only 4 tall (enough to fit a door). This lets you make offshoots at any required height. Like when you have to stack elevated/private rooms and so on. You can have taller rooms next to the staircase-tower (covering several levels of the tower).
heh Dec 26, 2023 @ 12:11pm 
I like most the requirements EXCEPT elevated. Maybe it's because I have that keyword random shuffle on that's been making tons of rooms require it, but it's lame and annoying and doesn't make the school look cool at all with the way it forces you to build.
XartaX Dec 26, 2023 @ 1:22pm 
I think elevated can make a lot of cool stuff. I think it's elevated + private specifically that makes things pretty clunky when there's too many of them. If it's just some rooms here and there you get some cool room sticking out here and there. But when literally 50% of your room space goes into private + elevated it starts to suck.
n3mes1s Dec 26, 2023 @ 7:52pm 
The main purpose of the game is precisely that, not combat itself. You have to "build" your magic school. The room keyword system is in place for that, if you dont like that, probably this game is not for you. Combat is just a secondary feature.

But if you are having problems designing rooms, start very simple and without any plans ahead with just basic rooms without even bonuses. The only thing you need at least is an auster bedroom to fill up a little conviction to sleepers. Until late game you are not going to have all the necessary tools to make the rooms the way you want anyways.
Last edited by n3mes1s; Dec 27, 2023 @ 6:25am
Philtre Dec 26, 2023 @ 7:55pm 
Originally posted by XartaX:
I don't think any dining rooms need to be grounded. But the best one has to be private and a tower. Which is thankfully not as annoying as private and elevated.

On Relentless difficulty, the room keywords get shuffled semi-randomly, so you can get just about any keyword attached to almost any room.
XartaX Dec 26, 2023 @ 8:23pm 
Originally posted by Philtre:
Originally posted by XartaX:
I don't think any dining rooms need to be grounded. But the best one has to be private and a tower. Which is thankfully not as annoying as private and elevated.

On Relentless difficulty, the room keywords get shuffled semi-randomly, so you can get just about any keyword attached to almost any room.
I am playing relentless, but I have only 1 game. If they're randomized that's actually kinda cool I guess I just got boned on almost everything being private/elevated combo.
Resok Dec 27, 2023 @ 12:26am 
I think the room requirements are one of the most fun aspects of this game hahah... it's big part of what creates these crazy, wonky wizardy-feeling structures :)

I also love that the requirements are semi-random since it means different playthroughs are going to generate a bit different styles of rooms/structure.
Dirichlet Dec 27, 2023 @ 5:20am 
I'm gonna have to agree about Private. It's not that it's hard to achieve by itself, but that there's too many rooms that need it (and adding stuff like Elevated goes into silly territory). Does anybody ever go for anything other than regular double-bedrooms for their staff? I can't think of how I'd ever put 10 Elevated single-bedrooms in without it being both formulaic looking and being so spread out as to be non-functional.

Not sure if there's plans to add some more construction options to help out with room types, but I could see something like a front facing wall/door that would turn a corridor into a row of smaller private rooms - say if the wall/door runs along the third row so that you have a 2-block walkway at the front, and then a 5-deep private room behind it.
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Date Posted: Dec 26, 2023 @ 6:59am
Posts: 21