Wildmender

Wildmender

View Stats:
EJammer Oct 11, 2023 @ 5:02pm
Improvement Suggestions
My suggestions for improvements to Wildmender

Beware, contains spoilers
  • One improvement I would love to see is the increased pipe length availability for the wind pump. the current that is I think 5, is way too short.

  • It would also be really cool if we could have like a gardening pipe option for the wind pump with "holes" to add water moisture to the land to make it "Wet" but the pipes don't actually move enough to make new lakes or rivers. (I love that the current pipes already kinda do that already, but a long distance utility pipe would be fantastic)

  • Maybe we could have a descend prompt for the cloak of winds? I find that I'll get to my destination way higher than necessary and then have to either turn off the cloak, risking fall damage, or I'm waiting to float down sometimes taking awhile.

  • When making a mother tree it would be nice to be able to see a preview of the land that will change to the new type (eg: meadow, marsh etc.)

  • I'd like a camera pan option in the bag menu so I can appraise outfit changes for my character.

  • A break down feature for outfits or trinkets you don't want anymore, to get back some materials.

  • I don't know if its a bug but the frogs wont open for me if they are even a few feet away from the spirit tree. If it isn't a bug, it would be great if we could carry them like an extra backpack.

  • On the same lines, the upgraded frog appearance isn't visible if you pick them up. I'd like to see the glowing skin stay visible when picked up.

  • Maybe we could have a magical trinket that will point you in the direction of the closest resource / seed you were looking for. It can be quite frustrating to look for a specific item when you want it.

  • Sometimes it can be hard to see at night when surrounded by a thick garden, maybe there can be a buildable light that maybe degrades in the way that the umbrella fungus does?

  • It would also be great that if you have your garden fully enclosed by a fence, if it could be enchanted to prevent wraiths from coming into your garden.
  • A more accurate wraith attack in progress would be nice too, or if the wraiths were highlighted through your entire oasis, or maybe small indicator arrows on the Hud for the enemy locations because I'm always missing a desiccator wraith until it kills at least one plant because I can't find it in my dense bushes.

  • Something else that would be really cool is if in the very late game (haven't gotten there yet so excuse me if this exists...) But a magic item like Naia's lifeseed (can't remember the name) that is really expensive in resources, produced by one of the gods, to be given to a plant / tree to make it immune to water loss regardless of where it is. like the way Naia's lifeseeds bring back whole meadows with no water requirements. maybe it could be attached to Oros and the lore reason is that the plant or tree is suspended in time.

  • I like the tainted plant variants, I'd love it, if when you cleanse the taint, they would either keep their colour and receive a new name or if maybe they were a slightly different shade? I might just be weird but I wanna keep the colour but have the plants not be "tainted" any more... ya know?
    Or perhaps it stays exactly the same but if you eat them they don't poison the character? maybe the name could be changed from "Tainted (Dunegrass)" to "Mage's (Dunegrass)"? and it has properties closer to "Ancient" variants?

  • I'd like the ability to make a special well stone that doesn't need to be connected to a spring... So we can truly mend all of the wild. But maybe they could have a more extensive list of materials, like 1 of every single variant of all the available plants? (the current plant list)

  • More plants!! It is so exciting to come across a new type of plant and it's variants!

  • fixing plant load and pop in

  • Using Gleb's tool with more control like being able to make a whole path for a ditch then being able to cancel or activate the power. same for raising the ground.

  • having map markers spawn for graves and steles when you find them like it does for spirit darters. With colours like when they are placed by the alter.

  • Steles could stay lit up permanently after activating so you know that you've been there before without activating it again and finding out you already had.

  • I don't know if everyone would be interested in this but perhaps it could be a difficulty option like the storms and hazards but I think it would make sense that the plants wouldn't produce if they have anything less than 100% health. It could be a slider option maybe so everyone could pick a health % cutoff for the plant seeds or petal drops.

  • Down the road I'd like to see trading cards for Wildmender, I think that would be really cool! for

Thats all I've got at the moment! Thank you to all of the hard working Devs for this amazing game and their dedication to improving it. I would love to see ideas that everyone else has too! Share it down below😊
< >
Showing 1-4 of 4 comments
Inkjet Oct 17, 2023 @ 11:38am 
Wow! First off, thank you so much for all these great suggestions!

I really like many of these, and have added them all for the team to look at.
In particular:
- Irrigation pipes sounds like a fun idea.
- A craftable lantern that degrades with use
- More control with the Chisel
- Steles remaining lit after using them
- permanent wellstones

Removing plant drops at a health % is interesting. Sounds like it'd make the game really tough!

Not being able to interact with the frog unless it's close to the home tree sounds like a bug.. Did this start happening partway through or has it always been this way for you?

Thanks again for all the great feedback and ideas! I'm really happy to hear that you're enjoying the game so much, we look forward to continuing to improve it, especially the end-game and long term gardening options.

I look forward to seeing the replies to this thread :D
Agreed that there should be a different way of handling the tainted plants - maybe a "purified" modifier or something. It feels odd to have tainted plants be required for some things (completion, crafting red lamps) but not be able to convert them except through the chore of getting a common seed (either from scavenging or from growing outside any biomes that can convert it) and burying (not planting) it in wasteland soil.

Active frogs should show up on the compass if you're close enough. It's a pain to have a dense garden and have to pull up the map to find out where the frog went this time.

There should also be a way to recall a frog within range of a spring kind of like the pangolin. I brought a frog to a spring in the canyons only for it to fall down a tiny crack at the bottom of a cliff and get stuck there for the rest of the game.

Some alternate way to unlock the basic (non-biome, non-crossbreed) cultivars at endgame would be nice. I never found a single sunburst cultivar, and I didn't find a wild monument shroom until I noticed a normal colored one in a grove biome.

An "unassign all" button in the trade interface would help. Things like feeding spirit darters keeps defaulting to things I don't want to lose (e.g. acorns) and it'd be nice not to have to scroll through the entire inventory to deselect them one by one.

I couldn't figure out a way to make the notification icon in the memories panel go away after I'd unlocked everything.

Edit: Also, the map generator still has some kinks to work out - in addition to the ravine mentioned above (which also happened to get me stuck climbing up the inside of the cliff face for a bit the one time I fell down it - I made an in-game bug report ont that one) one of my canyon gates was just arbitrarily sitting in the middle of a flat plain with open routes to the sea on either side of it. Breaks the immersion a bit for that gate to be keeping the poisoned air from leaving.
Last edited by 74 prairie dogs in a trenchcoat; Oct 17, 2023 @ 4:14pm
EJammer Oct 26, 2023 @ 2:42pm 
Originally posted by Inkjet:
Wow! First off, thank you so much for all these great suggestions!

I really like many of these, and have added them all for the team to look at.
In particular:
- Irrigation pipes sounds like a fun idea.
- A craftable lantern that degrades with use
- More control with the Chisel
- Steles remaining lit after using them
- permanent wellstones

Removing plant drops at a health % is interesting. Sounds like it'd make the game really tough!

Not being able to interact with the frog unless it's close to the home tree sounds like a bug.. Did this start happening partway through or has it always been this way for you?

Thanks again for all the great feedback and ideas! I'm really happy to hear that you're enjoying the game so much, we look forward to continuing to improve it, especially the end-game and long term gardening options.
/quote]

Thanks! I’m glad you like some of my suggestions.

The bit with the frog seems to have happened from the beginning for me. I took a long time to even realize the frog was a container because of this.
Inkjet Oct 27, 2023 @ 3:15pm 
@EJammer, is this issue still occuring for you? If so, can I have you report the bug in-game (even if you've reported it before). Thanks!

@Freelancer Lenna, thanks! I've logged these suggestions as well. A way to call frogs back would be especially good!

Thanks so much!
Jennifer
< >
Showing 1-4 of 4 comments
Per page: 1530 50

Date Posted: Oct 11, 2023 @ 5:02pm
Posts: 4