Stacklands

Stacklands

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zilaenor Dec 26, 2022 @ 12:47am
QoL Notes
A) Feels like an error
1) Resource chests don't attract their resources the way a stack does
2) "Wizard" vs "Mage" I feel like I've seen Wizard a few places, but definitely the University idea
3) missing Capacity markers on Resource Chest and Hotpot (as for Coin Chest)
4) Cards can fall behind glued stacks
5) Glue breaks most card functionality (magnets, hotpots, etc.)
6) Crane text doesn't describe left-click control

B) Generally useful
1) Hotkey to extract a single card from the middle of a stack. I recommend CTRL
2) Search Ideas by component
3) Better handling of tall stacks -- make them shorter, better pulling (mostly seen issues around cooking)
4) Increase Coin Chest pull range
5) Add short pull range for specific building-resource pairs: eggs+cooking, ore+smelter, food+mess hall. These flows get really annoying due to consumption, and in several cases can safely be assumed (e.g., if I have chickens laying eggs near a stove, I always want the eggs landing there, even if none currently are; if there's a mess hall jut past, I want the omelettes there)
6) Allow favoriting Ideas so they show up at the top
7) Allow stacking Hotpots like Coin Chests
8) Allow stacking multiple consumed-food cards on Greenhouses (e.g., Cane Sugar)
9) More distinct cards (within categories) -- it's hard to scan the board for cards


C) Cards
1) "Wall," "Watchtower," or the like. Acts like magnet for enemies. This would allow us to designate an area of the board for combat so it doesn't interfere with everything else. If no villagers are present, the enemies can wander as normal
2) "Granary" stores food cards that will not be eaten except as last resort (i.e. Hotpot > Mess Hall > loose > granary). Allows for protected backups so I can reseed my soil/etc.. Upgrade collapses like a chest
3) "Armory" stores weapons, armor, accessories. I don't know exactly what mechanism would be most useful, but the main things I'm looking for are: easy equipping of new villagers, out of the way storage, ability to pull junk out for the market
4) "Crossroads" holds location cards (Forest, Stable Portal, etc.) since they don't otherwise stack and are often not needed (but hard enough to get that I don't want to sell)
5) "District" holds building cards (University, Cathedral, etc.)
6) "Preserve" holds raw resources (Soil, Tree, etc.) that otherwise don't stack together
7) "Bank" coin chest + coin magnet
8) "Stockpile" resource chest + magnet
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Marum Dec 28, 2022 @ 7:49am 
I agree with all of these! Mostly the "Feels like a bug" and "Generall useful" stuff. I would also like to see cranes not attempt to stack cards onto full chests
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Date Posted: Dec 26, 2022 @ 12:47am
Posts: 1