Gord
Xan84 Aug 20, 2023 @ 7:41am
Things that really need to be fixed/changed, finished the campaign and did some custom games.
1 - Let us turn off the audio notification for events with a click. It needs to be easily turned off and on.
2 - Bugs, fix the damn bugs! Don't know how intended it is for dead bodies to not be able to be moved but when this happens in your Gord, its pretty much GG or an insane amount of frustration with tedious crap. Another example of a bug that I found is a unit sitting in the middle of nowhere, not accepting commands. He was also seek with the plague and kept giving it to people running by him, imagine the frustration with this.
3 Ability to heal ALL types of diseases, injuries and what not with something you BUILD in your camp and not randomly find in the wild. Searching the map for the needed buildings and so tedious its insane. More so when you need a fix NOW! Make it cheaper in the wild but give a hospital type building in the base.
4 Gold making needs to be improved. Gold in the wild its really had to find and keep a steady supply.
5 Gord expansion needs to be made 100 times more easy then it is now. Most games I don't even bother since the smalles of crap makes it impossible to expand. Let me expand from ANY gord fence and no matter what's in the way, I don't care I expand over a puddle of water. Then we can place an extra gate there.
6 Let me put some type of "how to handle danger" option. I don't want my civs that are running to grab some iron, end up randomely fighting 10 mobs and keep on fighting there. Yes, they die before I can have a look at what that idiot is doing. Give me the option to set them to run BACK to the gord if they are under attack.
7-After peeps are fully healed or are done drinking their worries away, they need to return to work by themselves. Units that are really low with the insanity meter (or wahtever its called) should go by themselves and have a damn drink.
Last edited by Xan84; Aug 20, 2023 @ 7:43am
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Showing 1-8 of 8 comments
Funkyplasma Aug 20, 2023 @ 11:00am 
8 - when you finish a zone and move onto the next you get to pick your subjects maybe i want to get rid of a sick one and swap them out for a nice new one yet there is no option to move the items they carry on that screen unless im missing something

yet the in game guide (look under Adventure / Campaign) it says TIP at the bottom..
The subjects not picked will return and look after the old zone and don't forget to transfer your items from subjects your leaving behind to the new ones

Did they forget to add this function ?
Last edited by Funkyplasma; Aug 20, 2023 @ 11:01am
Tyrax Aug 20, 2023 @ 12:26pm 
Agreed; 6,7 and 8 are the most urgent
Last edited by Tyrax; Aug 20, 2023 @ 12:27pm
Xan84 Aug 20, 2023 @ 12:58pm 
Originally posted by Funkyplasma:
8 - when you finish a zone and move onto the next you get to pick your subjects maybe i want to get rid of a sick one and swap them out for a nice new one yet there is no option to move the items they carry on that screen unless im missing something

yet the in game guide (look under Adventure / Campaign) it says TIP at the bottom..
The subjects not picked will return and look after the old zone and don't forget to transfer your items from subjects your leaving behind to the new ones

Did they forget to add this function ?

If they add the ability to heal your people with a "hospital" type thing in your village, this issue would not even be an issue.
But yes, this issue is very painful when you have to choose between a sick individual with gear or a fresh individual with... Nothing.
Thing is, the gear is not all you lose, the skills they have are also VERY important.
They need to give us the ability to heal as I said, you really don't want just to change gear and lose all the skills and perhaps even a good trait (like those good for fighting).
Funkyplasma Aug 20, 2023 @ 1:16pm 
Originally posted by Xan84:
Originally posted by Funkyplasma:
8 - when you finish a zone and move onto the next you get to pick your subjects maybe i want to get rid of a sick one and swap them out for a nice new one yet there is no option to move the items they carry on that screen unless im missing something

yet the in game guide (look under Adventure / Campaign) it says TIP at the bottom..
The subjects not picked will return and look after the old zone and don't forget to transfer your items from subjects your leaving behind to the new ones

Did they forget to add this function ?

If they add the ability to heal your people with a "hospital" type thing in your village, this issue would not even be an issue.
But yes, this issue is very painful when you have to choose between a sick individual with gear or a fresh individual with... Nothing.
Thing is, the gear is not all you lose, the skills they have are also VERY important.
They need to give us the ability to heal as I said, you really don't want just to change gear and lose all the skills and perhaps even a good trait (like those good for fighting).

id like to take that one step further and say add a healer class so when exploring you would take a healer , scout and fighter , since later on the mobs groups are tough (and large) i killed a giant spider only for like 4 spitter spiders then to come out of the bushes and proceed to wipe and kill my whole party ouch they use poison and hit like a truck it didnt last long :(
RW14L Aug 20, 2023 @ 2:10pm 
I think the brewery and the healing pool should at least have an option to be automated.
Last edited by RW14L; Aug 20, 2023 @ 2:11pm
Xan84 Aug 21, 2023 @ 12:13am 
Originally posted by Funkyplasma:
Originally posted by Xan84:

If they add the ability to heal your people with a "hospital" type thing in your village, this issue would not even be an issue.
But yes, this issue is very painful when you have to choose between a sick individual with gear or a fresh individual with... Nothing.
Thing is, the gear is not all you lose, the skills they have are also VERY important.
They need to give us the ability to heal as I said, you really don't want just to change gear and lose all the skills and perhaps even a good trait (like those good for fighting).

id like to take that one step further and say add a healer class so when exploring you would take a healer , scout and fighter , since later on the mobs groups are tough (and large) i killed a giant spider only for like 4 spitter spiders then to come out of the bushes and proceed to wipe and kill my whole party ouch they use poison and hit like a truck it didnt last long :(

A healer role would also be great.
PS. The spiderling things happened to me just as well, it was so painful... Lost 5 peeps to that crap :)
RonEmpire Aug 21, 2023 @ 1:02am 
A lot of stuff here are issues I have also noticed myself being issues that need to be addressed. I've already posted my thoughts on the above else where so I won't repeat it here since you guys have done so already.

Here are other things that are not mentioned above.

1. Inventory Management

Lots of issues with inventory in town/game. And then out of town- group selection screen.

First Problem is loss of items. So this is how the mechanic currently works and what needs to be done to fix it. First off, whenever you complete a campaign, its over. The game immediately says "success". All your villagers carry over to the next mission group selection screen.

What this means is that if you're not prepared or do not know when the mission is over or what the last quest is. You will lose whatever items that was not collected nor dropped. If you knew what triggers the end, then you can at least go grab all the items before they're lost or settle all your affairs.

Second problem is with Group Selection screen where you can't swap items around between group members, see above. Game Ends and thus if you haven't transferred all your best items to the best 4 or 5 guys, the guys who carried items that you want to keep (items not the villager) that is not picked forces you to lose the villager AND his items. There is no transferring of items in the Group Selection screen. (ALSO worth mentioning there's a bug not displaying the effects of the items. Says effect 0% without displaying what the items do during group selection) So - Only the villager you picked and the items they're carrying is kept. All villagers that you don't pick and their carried items are gone.

2. Map Display being covered when selecting one villager.

Currently, if you select a villager their stats show up. This covers the map. (yes I know that you can unpin the stats page, and hold alt key, but this is just annoying to toggle back and forth all the time when you're trying to view various villagers). Why this matters is that if you're trying to click a single unit who randomly wandered off collecting resources because "auto collect" is enabled by default. It's very hard to see where he is on the map (because map is covered up by the status box). (Selecting multiple units do not have a stats window.)
RonEmpire Aug 21, 2023 @ 2:33am 
Originally posted by RW14L:
I think the brewery and the healing pool should at least have an option to be automated.

I agree with this. Maybe the "option" appears in the building panel.
So enabled by default.
With a hover tooltip that says "When enabled - villagers resume their job after max sanity" and "When disabled - villagers do not resume work and continues to drink until manually told otherwise."
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