Drop Duchy

Drop Duchy

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Suggestions & Bug Reports
The current version still has several shortcomings:
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  1. High reliance on luck per stage​​: The outcome of each small stage is heavily influenced by RNG. When unlucky, players may need to save-scum (SL) repeatedly - for instance, I made a 1h17m video actually took nearly 3 hours before editing out failed attempts.

    Suggested improvements:

    • Implement fixed random seeds to prevent players from resetting for favorable enemy types/tile layouts
    • Add a curse mechanism when reloading saves in the hardest mode.

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  2. Ambiguous card descriptions​​:
    • Water-based structures lack clear indicators about which qualify as rivers/lakes (players must guess based on visual water connections)
    • Most cards affecting "buildings" default to affecting both allies and enemies, except "Fluvial Guard" which states "all buildings near connected rivers" but actually only affects allied structures in testing

  3. ​​UI layer priority issues​​: Card tooltips frequently get obscured by falling building card animations. The stacking priority needs adjustment.
  4. Bugs​​:
    • Fluvial Guard inexplicably fails to affect Bridges
    • Enemy Fluvial Guards sometimes supply troops to player's water structures (Sawmill, Fertile Grounds, etc.)
    • Allied Fluvial Guards exhibit 1-turn delay when supplying water structures (occasionally)

While the SL issue requires systemic changes, other problems are relatively minor but still impact the gaming experience.

Hope the game be better~
Last edited by xianxiake; May 12 @ 6:54pm
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Sleepy Mill Studio  [developer] May 12 @ 10:42pm 
Hello, thanks for the report, I’ll have a look
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