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10.) If i have a 200 gardens and a mage can't do them all in one day, don't let them start back at 1, but continue where they left (if they are the same priority)
11.) If a mage completed a task near the fog, chopping, mining or harvasting and is going back, please pick the item you just gained up and haul it home!
12.) Give some bonus to staff. A student gains no extra stats from graduating
13.) Add "forbid" to the policy's
Thank you. I love this game.
One thing that annoyes me is when they are mining or whatever, they grab the dropped resource and in the way home to haul it, they drop it because they need to do something else, even if that something else is located in your home as well. Come on... just haul the resource on your way back!!!
But i dont know what game you playing, but my gardening plots dont "reset" as you say. If a mage is not done harvesting, he will finish the next day or another mage will pick it up. Honestly i think that most of your points are just complains rather than sugesstions because many of em are wrong lol.
I run into this problem every time I start expanding to have the high level classrooms. Granted, some of my particular problem is chest management (lack of logistics support makes it hard to properly manage where resources go), but the task optimization definitely could use a bit of work. Especially since late game schools need to be fairly large, which exacerbates the problem.
I feel like this one is related:
I didn't realize that would happen, but it explains a lot about my mid-to-late game farm failures. A persistent farming queue that all harvesters follow would definitely be a good idea. Adding harvesting quilteds would be really nice, too.
The drag catch all needs to be a thing. I was honestly surprised that's not something that was added before EA.
I haven't had issues with trees because the lumberjacks cut the garden plot ones, but there is no automated corpse farms right now (nor hunting quilteds) so, hunting is my #1 enemy. I really just want a quilted to take care of my croa and dire rat murder tasks without any input from me.
But also: +10000 to an auto-management desk where we can set min/max harvesting amounts! (Any resources below min would be treated as higher priority as items within the min/max range, leading quilteds and mages to deal with them first.) That alone would make the game go so much smoother.
YES! Please!! I am very into having storage with the requisite crafting items in the same room as the crafting stations, but without a mix/max limiter it's impossible because resources don't get distributed evenly.
I'd also like to see more wall chest options (with the ability for the quilteds to access them). Some stuff could be repurposed from decorative items (leaving the luxury intact, of course): bookshelves could hold scrolls, tincture shelves and medical carts could hold potions and potion ingredients, and spice shelves could hold plant parts.
I was under the impression that you couldn't even make proper rooms in the Underschool. Which rooms have you successfully made? Also: yeah, having a few Underschool-specific room types would be pretty cool.
I'm not super sure the day has to be longer; I'd rather see world traversal efficiency improvements.
1) All mage movement should be slightly increased at a base level. Even in small schools I need to assign 2 eating periods to ensure they have enough time to get their food, get to a dining table, and eat. That says to me that they walk too slowly.
2) Speed should give movement bonus. More speed = faster walking and faster casting. This will help the mages keep up with the expanding school/world.
3) There should be craftable portals unlockable by mid-game research. These portals would allow a mage to teleport to any other portal on the map (portals would be placeable on ground, floors, and in the Underschool). Having their crafting be a ritual and having the recipe increase proportionally to number of portals on the map (including in shrinks) would balance out their OPness, imo. I would also couple this with rooms in the Underschool (on the spine) that have naturally occurring portals.
I feel like the previous system was a bit too min/maxy to be fun, but I do think that wands need more variation. I would go for modifiers, though.
Like, a Tier 1 Fire Wand of Strength could have an extra Earth level that confers Earth Armor I. The modifiers would be randomized, with the wand-maker's abilities increasing the chance of getting a modifier (and also increasing the level of said modifier). Late game, there could be an imbuing station that gives mages the ability to add/change modifiers on wands.
That would be nice. Nothing fancy, just something to show that the baby is All Growed Up now.
And my QoL suggestions:
I suspect a box-select option was deliberately left out, to try to prevent players from mass-harvesting everything in sight and overburdening their mages with pointless harvesting tasks before they have the ability to properly transport and store that amount of stuff.* The "double-click to select all on screen" method is adequate for targeting specific types of items; box-select would be useful mainly for selecting everything regardless of type, which frankly is not something you want to be doing as a routine thing. By the time you have enough Quilted haulers to keep up with that kind of thing, you can grow everything in planter boxes anyway.
(*Not that it's working - I've been watching a lot of Let's Play's, and pretty much everyone starts by harvesting every resource on the map and then having 90% of it destroyed by rain, since they have no idea how long it will take to haul and store hundreds of items.)
Probably, but--as you point out--that's something that people are going to learn through trial and error, regardless of whether or not there's a tasty drag option.
I want it for when I need to clear out an entire area for laying foundations or expanding my outdoor farming plots/graveyard. It might be a mostly niche usage, but clearing things out right now is an absolute chore, even with the double-click.
The scullery. It only needs grounded. So I put it below ground, and use it to mass produce slop.
That's either they walk too much, or too slowly, making each in game hour 2 minutes, would make walking proportionally faster. (keeping the animation the same), and casting faster. but it would make rituals longer and sleeping longer. That said staggering your mages days so your plant specialists (4+ nature) are all working nights already gives the player something to do at night anyway so it's not quite as painful.
if the EA has 3 of 5 wands, and 5 ish Spine descents. that suggests 8 or so levels to the final underschool . . . that's a lot of walking.
I would go for a point-buy system, but a dynamic one. For every wand held by a student or in storage with an ability the ability costs 2-3 more to make a new wand that also has that ability, and -1 for each ability the staff making the wand has.
That way there is no 'best' wand from a point buy perspective, the 'best' depends dynamically on what wants you already have made, and what staff you have making the wand. Making the wands should be a focus point of the game, not a workbench you set to 'make until you have 1' and forget about.
That's a lot of code to add, I like the idea of non-ritual jobs that take two to make work, but it adds a LOT of waiting for somebody else to also walk to the place and not change jobs half way. . . Talk about a nightmare for the current tasks system. Perhaps a 'two step' process, make some intermediate bit that is then used to make the final quilted that can do the full job
There is already one that buffs tree growth, Grounded, wand maker 2 trees, and a lot of windows. Also just any room with lots and lots of windows will have faster growing rates than the same floor space on the ground even for non-trees.
That's a really good idea. Because ... ya ... the founder rapildly fades away into 5 quilted's wearing a trenchcoat ... kindof a waste.
Not sold on that being 'humane' sure knowingly marching them off into an unwinnable fight is horrific, but so is un-requested euthanasia on otherwise healthy people. . . If they bring back the age mechanic. . . that will keep away the 'requirement' to farm hallowlillies by player directed deaths.
I use the double click method, which is sometimes dodgy if you are clicking are overlapped with another thing. . . but still it's painful. having to zoom in find a rat in the open, then zoom out enough to catch all the rats, without loosing the location of the safe to double click rat. and do that every game day.
Easy solution is lock the 'box select' under a research or school population threshold, followed by an auto-task management research in the next tier of researches.