Aurora Dusk: Steam Age

Aurora Dusk: Steam Age

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Maestro Mar 17, 2019 @ 10:55am
Game is amazing, some suggestions
This game is unique and can be one of the best games with high replay value. But it has a lot of problems to work on

1. Fix major AI bug that gets stuck when you have servants (ruins the multiplayer)
2. Fix the chat, move it to bottom left corner and add chat log
3. Add Steam Workshop (for modders)
4. Add more AI restrictions to AI editor, like don't ride a horse if no horses were selected in AI behavior, add attack or attack only in range behavior, and so on. Just more menagment to AI
5. Add Attack, Defend or Flee options for AI instead of them deciding what to do.
6. Add more multiplayer restrictions and options (like can't add servants, can't build specific building, can't destroy buildings,....)
7. Add player level restricitons on multiplayer, some players are way to OP and have 800+ level so its not fair on skirmish mode
8. Add 64bit support
9. Add a button on mitliplayer on top right to show server description so people can write rules or welcoming message and info
10. Add so people can bring X amount of their custom AI to the game in multiplayer
11. Add team balance in skirmish so people that join get randomly balanced out in different teams to avoid 1 team having 2 or 3 times more players then other teams
12. Nerf the magician wand weapons as they are way too powerfull or fix the Mana bar so people can't have infinite of it, and fix the Steam Age weapons like firearms to be more usefull and not waste ammo so fast. Basiclly balance the weapons.
13. Fix so that units can't go trough walls and add a Gate
14. Fix so that AI or anyone can't build on roads, it gets messy
15. Add map editor
16. Add more freedom in Survival settings like more time to prepare instead max 30, more waves, more time in between waves.
17. Add Upgrade (so you can upgrade towers, walls instead of tedious destroy and build again)
18. Fix so that the AI gets max amount of resources he/she can hold then uses it as AI go back and foward for example collects 6 stone, spends it and goes back to collect 6 more to spend it again. And fix so AI uses all of resources before deciding to craft more, for example when eating food they craft more when they already have 80% of it still, wasting time.
19. Add AI Market sell priority, so they sell more valuable stuff then just grass for pennies, they take forever to recruit units
20. Add map tile restriction, so specifig things can be placed on specific tiles. For example on grass tiles you can only place grass, mushrooms, grain, ect., on stone tiles you can only place buildings, on dirt tile you can only place ores, on gravel tile you can only place towers, on sand tile you can only place walls, on some kind of tile you can place workshops (This is gonna make custom maps look good and avoid messy placing of AI)
21. Add a max level limit to character so each character can specialize in something to be good at and not be master chief at everything with level 10000+


I hope you don't stop working on this game, it has so much potential
Last edited by Maestro; Mar 18, 2019 @ 10:08am
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Showing 1-15 of 57 comments
Aleccia Rosewater Mar 17, 2019 @ 11:09am 
Originally posted by CrazyPenguin:
7. Add player level restricitons on multiplayer, some players are way to OP and have 800+ level so its not fair on skirmish mode
Agreed, some kind of level limiter would be an excellent addition
Teralitha Mar 17, 2019 @ 11:31am 
1. Never seen it. Maybe put that in the bug report section
2. Yeah the MP chat kinda sucks. Need a chat box that retains messages.
3. Dont know if I would want a steam workshop. It would mess up MP making it so that everyone has different mods and no one can connect to MP. Dont really need a workshop IMO
4. I dont think we need such restrictions in the AI editor.
5. I prefer the autonomy of the AI to do what it wants.
6. Im all for MP restrictions.
7. Im all for MP restrictions.
8. Good luck with that.
9. Would be nice.
10. No.
11. Not a bad idea. But then people who want to team up would have a problem.
12. Some weapons are quite srong and some too weak. I agree some changes might be needed.
13. Been asking for collision for walls and gates for a long time. Probably isnt gonna happen.
14. Again, likely not gonna happen. Its easy enough to use the delete function to control building.
15. You can already make your own maps.
16. More time to prepare in survival? Kinda defeats the purpose. Max of 10 minutes per waves is already plenty long. 99 waves 10 minutes each already makes the game like 16 hours long. I think thats plenty.
17. Hm, tower upgrade option would be nice.
18. You asking him to change the default AI. But you can already just make custom AI that does what you want. The game will randomly select custom AI's to use for random villagers. Up to 50%

I dont think you could get him to stop working on his pet project any time soon.
Last edited by Teralitha; Mar 17, 2019 @ 11:34am
Maestro Mar 17, 2019 @ 11:42am 
Originally posted by Teralitha:
18. You asking him to change the default AI. But you can already just make custom AI that does what you want. The game will randomly select custom AI's to use for random villagers. Up to 50%

Not what I mentioned under number 18. I know I can customize the AI but I can't customize this. Even if I set them to get 50 steaks for example they will still go and waste time making up to 50 steaks when they have 40.
Teralitha Mar 17, 2019 @ 11:43am 
You dont really need it to be a high number. Even if you set it to 10 the AI will make more if it has enough resources.

The default AI kinda works the same way. Except it needs the resources available. For example, you can go plant a bunch of wheat and then make a few stone ovens and the AI will collect the wheat and make bread. Or you can plant a bunch of berries etc. The same works with other food production workplaces and the corresponding resources. Some other examples:

Build a well. Build a winery. Plant lots of berries/wheat.
Build a butcher table. Plant lots of pigs.
Build ovens and build windmill, plant lots of wheat/berries/cows
You get the idea.

When these things are available, the AI makes lots of food for itself and gets lots of other work done. This is just for getting the default random AI to work more.
Last edited by Teralitha; Mar 17, 2019 @ 11:53am
Ashrak Mar 17, 2019 @ 1:55pm 
I really like the suggestions!
Gonna go over some points:

6. Add more multiplayer restrictions and options (like can't add servants, can't build specific building, can't destroy buildings,....)

Don't see a reason for disabling building for other people, and not being allowed to destroy buildings means you can't use AI bots or have to suffer the AI bots plant 10+ crappy towers in stupid locations. Also houses.

7. Add player level restricitons on multiplayer, some players are way to OP and have 800+ level so its not fair on skirmish mode

Rather than this, scale down players. Not everyone wants to play a new character every single time they boot up multiplayer, but i will agree they remove any sort of balance especially in skirmish games.

8. Add 64bit support

Why ?


10. Add so people can bring X amount of their custom AI to the game in multiplayer

People already try to make pub games for 30 people with 200 villagers. It's unplayable. Having this be an option for joiners would make it more unplayable. Not a great idea but i see the logic behind it. Maybe when multiplayer is more stable.

11. Add team balance in skirmish so people that join get randomly balanced out in different teams to avoid 1 team having 2 or 3 times more players then other teams

If it's an option, sure. Compstomp games are fun.

12. Nerf the magician wand weapons as they are way too powerfull or fix the Mana bar so people can't have infinite of it, and fix the Steam Age weapons like firearms to be more usefull and not waste ammo so fast. Basiclly balance the weapons.

They're already surprisingly balanced, just that at lower levels magic is the clear winner over firearms due to readily available damage to large amounts of units with practically no real cost. This gets different later on when you have sufficient skill to back up firearms and cannons and such.

13. Fix so that units can't go trough walls and add a Gate

This would mean adding pathfinding, and that is going to cause way more problems than it fixes. Right now its units trying to attack a thing, then being stopped by walls. It works for 99/100 times so there's really no need to put stupid amounts of stress on pathfinding imho.

16. Add more freedom in Survival settings like more time to prepare instead max 30, more waves, more time in between waves.

More time to prepare i can get behind but more waves and more time in between would just drag out multiplayer forever. 99 waves with 1 minute intervals and a fair starting time already takes somewhere near 2 hours unless everyone is actively doing the right things all the time.


18. Fix so that the AI gets max amount of resources he/she can hold then uses it as AI go back and foward for example collects 6 stone, spends it and goes back to collect 6 more to spend it again. And fix so AI uses all of resources before deciding to craft more, for example when eating food they craft more when they already have 80% of it still, wasting time.
&
19. Add AI Market sell priority, so they sell more valuable stuff then just grass for pennies, they take forever to recruit units

Both of these problems can be fixed by not using villagers but instead using normal premade AI's with personal tweaks or just a general custom AI. You can set resources being collected and they will automatically overgather / overcraft all the time.

The default villagers shouldn't be in multiplayer to be honest. They're not great as bots and even worse as support, whereas companions are far more valuable due to perks and running custom AIs.

The money problem can be rectified in this way too by having human companions with the silver generation orb perk.
Maestro Mar 17, 2019 @ 4:25pm 
Originally posted by Vivian H. /pol/nareff:
Gonna go over some points:

6. Add more multiplayer restrictions and options (like can't add servants, can't build specific building, can't destroy buildings,....)

Don't see a reason for disabling building for other people, and not being allowed to destroy buildings means you can't use AI bots or have to suffer the AI bots plant 10+ crappy towers in stupid locations. Also houses.

7. Add player level restricitons on multiplayer, some players are way to OP and have 800+ level so its not fair on skirmish mode

Rather than this, scale down players. Not everyone wants to play a new character every single time they boot up multiplayer, but i will agree they remove any sort of balance especially in skirmish games.

8. Add 64bit support

Why ?


10. Add so people can bring X amount of their custom AI to the game in multiplayer

People already try to make pub games for 30 people with 200 villagers. It's unplayable. Having this be an option for joiners would make it more unplayable. Not a great idea but i see the logic behind it. Maybe when multiplayer is more stable.


16. Add more freedom in Survival settings like more time to prepare instead max 30, more waves, more time in between waves.

More time to prepare i can get behind but more waves and more time in between would just drag out multiplayer forever. 99 waves with 1 minute intervals and a fair starting time already takes somewhere near 2 hours unless everyone is actively doing the right things all the time.

6. Some people like to troll and delete buildings and I can't find out who it is. Also if you don't want people in Steam Age bulding wooden towers this would help

7. Scaling down players won't help when 1 guy with 800+ level is enough to join and ruin skirmish as well as survival by destroying everything himself.

8. Better preformance

10. If someone wants to crash their game its up to them. But my plan was something like 1 or 2 custom AI makes it more interesting if people bring their own. Players who are using common sense are not gonna make full server of them, I never do that as well. Won't make a difference to worse, people can still crash the server with too many default villagers.

16. For AI AFK grind purpose and dedicated server. AI can't collect themselfs in time before next wave starts, wave on 10min usually starts when previous wave is still not clear. You can also set up a dedicated grind server with that. 24/7, the game does not require much and $1-$3 server should handle it.
Last edited by Maestro; Mar 17, 2019 @ 4:28pm
Teralitha Mar 17, 2019 @ 4:58pm 
Originally posted by CrazyPenguin:

6. Some people like to troll and delete buildings and I can't find out who it is.

That would be me. If I get into a game that is chock full of towers/walls and golems, and the waves are small, I destroy stuff to make it more of a challenge.
Originally posted by CrazyPenguin:

6. Some people like to troll and delete buildings and I can't find out who it is. Also if you don't want people in Steam Age bulding wooden towers this would help

7. Scaling down players won't help when 1 guy with 800+ level is enough to join and ruin skirmish as well as survival by destroying everything himself.

8. Better preformance

10. If someone wants to crash their game its up to them. But my plan was something like 1 or 2 custom AI makes it more interesting if people bring their own. Players who are using common sense are not gonna make full server of them, I never do that as well. Won't make a difference to worse, people can still crash the server with too many default villagers.

16. For AI AFK grind purpose and dedicated server. AI can't collect themselfs in time before next wave starts, wave on 10min usually starts when previous wave is still not clear. You can also set up a dedicated grind server with that. 24/7, the game does not require much and $1-$3 server should handle it.

for 7 i meant scaling down levels, not amount of players.

For 8, it's Java based. Meaning it doesn't matter if it's 64bit or not, it'll have limitations and performance wonkyness. adding 64bit support just means more work for next to no improvement.

For 16, you can set a very short game and postgame you can just keep playing. There will be no monsters and you can still grind whatever skills you want :P
Maestro Mar 17, 2019 @ 5:08pm 
Originally posted by Vivian H. /pol/nareff:
For 16, you can set a very short game and postgame you can just keep playing. There will be no monsters and you can still grind whatever skills you want :P

HP and Fighting skills need monsters and for your characters to constantly fight
Last edited by Maestro; Mar 17, 2019 @ 5:08pm
Lovagrend Mar 17, 2019 @ 5:38pm 
all pretty good ideas if I could add one maybe have some kind of pre-generated template for building so the AI doesnt make your settlement look like a confusing mess. I think a few standard scripts could clean up things, perhaps have options like Fortress or Village and maybe do somthing with multiple hubs that the player can lay out so the AI can build within a certain area on the map.

I guess just general AI improvements would satisfy me.
Originally posted by Lovagrend:
all pretty good ideas if I could add one maybe have some kind of pre-generated template for building so the AI doesnt make your settlement look like a confusing mess. I think a few standard scripts could clean up things, perhaps have options like Fortress or Village and maybe do somthing with multiple hubs that the player can lay out so the AI can build within a certain area on the map.

I guess just general AI improvements would satisfy me.
I think removing turrets / towers from the villager ai's goes a long way already, since thats the stuff that never gets moved.
Aleccia Rosewater Mar 17, 2019 @ 6:13pm 
I tried suggesting city zoning while the game was still in Early Access. I should be able to draw a few boxes to tell everybody that the crafting stations go over here, the resources over there, and the walls and towers go in these exact spots
Teralitha Mar 17, 2019 @ 6:15pm 
Game is clearly not designed for OCD players
Aleccia Rosewater Mar 17, 2019 @ 6:22pm 
but but then what the point of building a town if you cant obsess over individual pixels
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