Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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 :(
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 :)
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.)
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."