Cataclismo

Cataclismo

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Mr. Nexus Jul 28, 2024 @ 9:42am
List of QoL++
Hi, love the game so thanks:) Here are some suggestion for QoL.
1. Troop selection, I've played rts games since Red Alert 2 and must say its a drawback on efficient game play to not have the normal options of adding troops to a selected group with the usual shift and ctrl for group or individual selecting.
1.1 This also applies to selection within an group already selected.
1.2 When the group gets to big you can't see all the units selected, only the total number.

2. Key selection, I much miss the ability to micromanage more groups with the lack of keys from 6-9(+0). There are a lot of unused buttons for tagging citadel and Iris. Even more important adhering to the general lack of selection options - as mentioned earlier. If this is due to making the game accessible with a controller, the obvious solution is pinning the groups to wheel selection.

3. Building, I miss a color filter or something that make it more obvious what structures that supports what. To easier anticipate what arches or blocks supports what and for building rigourus walls. There might be some obvious rules for this, but they are not always easy to follow with complex or large builds.
3.1 The ability to drag basic building blocks in both X and Y direction at the same time.
3.2 The ability to drag and drop basic blocks to over a wall area, say if I have some sort of rectangel, and want to add four lvl of the exact same blocks, i'd like to not have to drag it four times, but one over the whole build.
3.3 This might be a bug, but the ability to drag mounted banners, which happens alot in later game if one builds blueprint that work for earlier stages.

4. Deleting, There should be a button for drag and hold deleting. This make blueprints more efficient for early stages.
4.1 There should be an undo and redo button as long as the game is in pause, Both to balance out a potential drag delete function and so there's an easier way to undo if u want to try building something new in a area which cant or souldn't be blueprinted.

5. Blueprints, I'd much appriciate a folder or viewing system for the blueprints. perhaps a submenu for the builds to be sorted into, like housing, fort, ressources, quick builds...
5.1 The ability to flip blueprints.
5.2 The ability to place blueprints not bound to center of the mouse, but to a corner of the build. This would make it a lot easier to anticipate where supports should be built an if it fits into available space.
5.3 The ability to anchor blueprints to a spesifict height in the terrain. Both so you can turn the camera before final placement and so that a perfectly calibrated wall for several units wit different benefits can be placed on an edge/slope/hill.

6. Gameplay healthbar. Ability to turn on and off numbers in the healthbar in both units and builds. There obviously is something in place for this to some extent seeing as there is a spesifict number tied into both range, attack.

7. Endless mode progressionsystem, it's not obvious what should be unlocked for the research section.
7.1 More information as to what you can research from buildings when. What can I research with masonry guild built.

8. Equipt and unequip for Iris's abilities in endless. So its possible to change the role as the game progresses.

9. AI attacker, its a little wierd that the horrors whom should fit beneath an doorway arch or other arches dont go passed them or attack anything but the wall, kind of negates the nessecity of doors and also elimenate possibilities for making full use of the arches
9.1 Falling builds shoud do damage to the horrors, if they do now, it should be seriously ramped up.
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Xeirus Jul 28, 2024 @ 12:30pm 
Originally posted by Mr. Nexus:
4. Deleting, There should be a button for drag and hold deleting. This make blueprints more efficient for early stages.
4.1 There should be an undo and redo button as long as the game is in pause, Both to balance out a potential drag delete function and so there's an easier way to undo if u want to try building something new in a area which cant or souldn't be blueprinted.

7.1 More information as to what you can research from buildings when. What can I research with masonry guild built.

9. AI attacker, its a little wierd that the horrors whom should fit beneath an doorway arch or other arches dont go passed them or attack anything but the wall, kind of negates the nessecity of doors and also elimenate possibilities for making full use of the arches
9.1 Falling builds shoud do damage to the horrors, if they do now, it should be seriously ramped up.


-There is an undo, just ctrl+Z, no redo I don't think.
-You just click on the building to research, I don't understand the issue.
-Doors are for you to be able to go through.
-Falling rubble does damage enemies.
Mr. Nexus Jul 28, 2024 @ 5:10pm 
Ah, thats painfully obvious when you pointed it out, should be a redo button tough:)

Im talking about the research that are locked pending either a building being built or - - unlock of a previous research, like the air condenser needs to be unlocked before u get bomber workshop. its not that hard to list what research requirments for a building to be built or list what research a building allows after

Yes, funny enough I get how doors work, but in general a _doorway_ would provide access to anything wanting to target something other than a wall, like the buildings. In addition it gives no insentive to buy or unlock the actuall door.

As I said, it should be ramped up. The game takes a lot of time making us build according to some rules of gravity - not to mention which height u shoot stuff from. Seems to me that a 10 or 20 meter tall wall would instantly crush any living creature within a certain radius when it falls, especially if its an arched structure.
Xeirus Jul 28, 2024 @ 6:26pm 
Originally posted by Mr. Nexus:
Ah, thats painfully obvious when you pointed it out, should be a redo button tough:)

Im talking about the research that are locked pending either a building being built or - - unlock of a previous research, like the air condenser needs to be unlocked before u get bomber workshop. its not that hard to list what research requirments for a building to be built or list what research a building allows after

Yes, funny enough I get how doors work, but in general a _doorway_ would provide access to anything wanting to target something other than a wall, like the buildings. In addition it gives no insentive to buy or unlock the actuall door.

As I said, it should be ramped up. The game takes a lot of time making us build according to some rules of gravity - not to mention which height u shoot stuff from. Seems to me that a 10 or 20 meter tall wall would instantly crush any living creature within a certain radius when it falls, especially if its an arched structure.

-I would def like a redo button. Having a undo, but not a redo messes up my brain.

-Ohhh, I fully agree with that. Should be able to hover over anything and see what's a preres.

-As for the door, I meant it's there for your people to go through. Like when they're out gathering, etc. I get what you're saying, but I look at it like they are dumb monsters just destroying everything they see.

If they only cared about the door it would just make them take that down first, then all bolt through, right? Seems silly to me, but I don't have a good answer for that.

-I've actually killed a lot of monster with falls walls. I didn't pay attention to the dmg numbers, but it seemed reasonable to me. I guess this goes hand in hand with them targeting the walls and not doors too.

I think you'd need either 1-them attacking all walls like they do now, and ramping the damage up, or 2-focus the door and go through. I wouldn't make both changes.
Tekhors Jul 29, 2024 @ 8:01am 
I would add a shortcut to select the next sametype building/unit. When you get to upgrade sawmills or stonecutters you could go to one, research the upgrade, then do a "shift+tab" or something like this, so it selects the next building of the same type, to easier multiple upgrade of buildings. Or if you need to usually move garrissons between towers you could move rapidly between all your archers to spot a missing one that was left inside a tower.
Anna Jul 29, 2024 @ 12:27pm 
Originally posted by Tekhors:
I would add a shortcut to select the next sametype building/unit. When you get to upgrade sawmills or stonecutters you could go to one, research the upgrade, then do a "shift+tab" or something like this, so it selects the next building of the same type, to easier multiple upgrade of buildings. Or if you need to usually move garrissons between towers you could move rapidly between all your archers to spot a missing one that was left inside a tower.
You have double-click to select "all of a kind" for mass-upgrades and selecting hidden units. Pretty standard interface choice.
Zaris Jul 29, 2024 @ 3:24pm 
Some more QoL to add:

- Wave indicator: when the red phase starts it would be nice to see ghost like enemies (like in Orcs Must Die) where they want to go along to have it easier to plan for. Currently - at least for the first wave of each side - you have to play around where to build defenses (save scumming) or even worse if you build to close to the spawn point they even changed direction completely (happened to me, shifted a defensive line from i.e. 30 cells to 20 cells to the map edge and suddenly all enemies went over the half right map instead in direct line as before destroying ressource buildings, i guess the path finding algorithm had a better score there because of missing towers, walls)

- bigger build selection menu: the current menu is way too small, only 2,5 blueprints are visible and 3-4 lines of buildings. There is enough space on the lower bottom of the screen to literally show ALL current buildings in 2-3 lines.

- unit variety: the current progression of units is straight forward, just from the pure dmg numbers and effects you want in the "endgame" only Ballistas ans Partisans, all other units have way to less dmg (archers 12 buffed, hunter 60 buffed vs partisan 132 buffed or cannoneer 30 vs ballista 48) and some units are totally pointless like the slow guys, the enemy waves on 50-80 are so big that they stop themself already

Originally posted by Anna:
You have double-click to select "all of a kind" for mass-upgrades and selecting hidden units. Pretty standard interface choice.
This with the little addition: Double click only selects buildings, units in your current view angle, which means if you want to select i.e. all sawmills go to a outer sawmill and change the camera angle to see the whole map and then double click, kinda tedious.
Last edited by Zaris; Jul 29, 2024 @ 3:25pm
|OMEGA| Jul 29, 2024 @ 5:44pm 
I'd also appreciate something as simple as a ruler, or the ability to highlight squares for measuring whilst building.
|OMEGA| Jul 29, 2024 @ 6:10pm 
And the ability to drag and expand a selection box around the construction you want to blueprint before finalising the selection. The current selection system is, well, bad.
Deathfromace Jul 29, 2024 @ 6:39pm 
Needs to be obvious that if you redo a mission to get a knowledge point that you need to do all side objs again. Just wasted an hour or so redoing a mission to not get the missing knowledge point.
Deathfromace Jul 30, 2024 @ 8:05am 
Another QOL thing...or maybe it's a bug.

If you do a thing, if you build something before a objective comes up asking you to build something the game does not give you credit for already having it built.
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