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Yeah, but let's not forget we're in a PvP game, and not in a farming simulator. Adopting a game style should be rewarded, and this even more as the maps are randomly generated. If you have a bad economy start because of a poor spot (or full of wolves), you'll lose in the long run, I've seen this in quite some games.
Resources-
-Harbor/longship haveing the option to gather food as well as the lore/fame options.
-Grove of fruit trees or berry bushes
-Create a forge building that is required to smelt raw iron/improve tools.
-Assuming sheep are a "resource" maybe another option for domesticating animals, like a wolf that is smaller than normal and can function as an "attack hound"
-Bonfire that cost around 40 wood to make, and increases wood consumption by two in order to maintain the fire. Keeps monsters and wolves at bay, keeping tile safe
-Fish can only be found in lakes, make some be found along the coastlines
-Scatter hidden relics around the map (cant see them until you colonize a location or maybe inside drauger/wolf den) A lore master would have to go and retrive the relic and bring it back to an alter of some sort. Relics vary, and give boost for the rest of game (so long as the relic is not stolen) such as +5% food, +2 happiness ect..
-Add a gold ore resource that has a possible 200 krowns that can be mined from it.
Event Ideas:
-Plague (large number of your villagers become sick and require your healers to work overtime)
-Fruitful Harvest (Large bonus to food production possibly due to rain,migration,ect.)
-Storms (AI gain 10-20% combat strength for duration of storm, few months)
-Faithfull Sighs (The gods are happy, all lore production increased by 30% for few months)
New/enchanced enemy types:
-Perhaps a group of 3-4 bandits or deserters have a small camp.
-The further away from the coast you get the harder and more abundent the enemies become(within reason)
-Ex: A large white wolf in an area with a pack of normal wolves (white wolf is noticably harder.)
-A large type of roaming enemy, possibly that just moves about unclamimed territory like a lone giant, will attack if provoked.
-Elves or dwarves! They pop up in viking lore and make sence to be added.
-Ancient sprites(these could be very interesting. Perhaps they attack you or provide bonuses to the area they are in depending on a random "dice roll")
-Trolls
Locations/Exploration:
-Bear Cave, possibly full of food or possibly containing a bear, its a risk
-Mountain or impasible hill (just a large obstruction that takes up an entire location)
-Large lake, possible connection to the sea(more areas for mercs. to attack from) or an abundent source of wildlife, and vegitation (both good and bad)
-Destroyed keep (this is an interesting one) Large ruins within a tile, somewhere more centralized on the map so its fair. Takes 30+ stone and a long time to repair but when finished acts as a very advanced defence tower(maybe shooting 4 arrows at a time) serves as a safe haven for an army.
-Islands not connected to the mainland that sailors can locate when exploring. No guarantee of finding one of these but if found they serve a similar purpose as ruins and ship wreaks ect.. Instead of scouts exploring these the sailors are sent on a mission to do so. Raiding loot is earned!
Clans:
-Create visual differences between all of the different clans that do not actually effect gameplay but enhance the overall experiance such as clan symbol carved into prayer stone, slight variation in building shapes, townhalls look different ect..
-Current troops could look different for every clan but act similar. Raven has javlin men instead of axe throwers, stag has archers ect.. These units stats remain the same but look different.
-Dragon Clan (New Clan Idea) bonuses to firewood consumption, smelting (if previosuly refrenced forge is added) and lore bouses The dragon clan can erect totems or statues that provide both lore and fame that must be prayed at (enough to be worth making, but enough to be fair) Lore ideas- defence towers have flaming arrows (less initial damage, added lingering effect) sacrafice (the option to slaughter sheep for lore instead of food) Dragons greed (happeir nation based on the number of krowns in stock) ect....
These are just a few of my ideas. Any feedback would be great, as i would love to discuss more options. Hopefully the Devs see this and take a few of these suggestions into consideration.
- Workers sometimes get stuck on terrain and start walking on the spot. I don't think it affects their resource gathering but looks kind of bad. It seems to be an issue with pathing around buildings.
- Sheep farm has placement problems. It does not always place on the world even with the selection showing green. This bug is more frequent on certain tilesets, like tiles contaning farmable land.
- There needs to be a UI element/tooltip that tells you that you can't place another of the same building in a zone. You still get a green tooltip when you try and place a second building of the same type in a zone, it's just that nothing happens when you try and place the building.
- There needs to be a UI tooltip telling you that you can't order a converted villager (miner, farmer, etc.) to do construction or reparation.
- There should be some way to tell how much resouces each worker is gathering on a tile, and what improvements are affecting their resource income. When placing certain improvements you should also be able to tell how much that will affect resource income in the region. For example, when placing a silo it would in show how much placement would inprove resource collection on that tile.
- When attacking a neutral tile it sometimes spawn creatures during battle. These creatures won't stay and fight on the tile, but will go attacking an adjacent tile. This makes no sense. The tile should not spawn any creatures while there is a combat going on OR the creature should stay and fight the units attacking the tile.
- Healers with the "herbs" upgrade looks just like villagers when collecting food. There need to be some way to tell that they are still healers, since it's easy to drag them to other tasks when you mistake them for a regular villager.
- There should be a way to quickly tell how much resources you are losing due to having wounded villagers. It would be nice with a more detailed screen where you can get detailed information on how much resources you are gaining on each tile, how much each villager collects, and what factors that are affecting resource collection in a possitive or negative fashion.
- Upgrades and research need to be represented on screen/UI so that you can tell how it affects resource collection. Looking at a mine I want to be able to see how much more resources my upgrades will let me collect.
- Having a set 20% decrease in producitivy for any kind of damage makes little sense. It would be more interesting to have productivity decrease based on HP lost, and introduce more severe penalities for having badly damaged units.
81-100% HP No penalty
61-80% HP 20% production penalty
51-60% HP 25% production penalty
41-50% HP 30% production penalty
31-40% HP 35% production penalty
21-30% HP 35% production penalty, unit becomes demoralized and add X to unhappiness
1-20% HP same as above and unit will become sick unless healed in X minutes
Healers and unit HP.
- make healers heal % of hp instead of X hp
- make it possible to target what units to heal.
- remove the herbs upgrade and let all healers gather resouces when they are not healing.
- add unique traits/quirks/upgrades to healers for different factions.
Healers role in trading
- Introduce medical herbs as a trade resource. It will give gold income and slowly heal units of the trade partner
- Introduce soothing herbs as a trade resource. It will give gold income and a happiness bonus to the trade partner
I love your game and hope you continue to grow steadily adding great content to this title. Even though the videogame is great I would like to suggest some ideas for future addons.
I would love to feel more like a viking if you would add an ARCHIPIELAGO MAP and you could build the famous viking longships and use them to land in beaches and cause havock on enemy shores. The raven clan has something like that but they are mercenaries so I dont feel connected to them and I would like to see some pillaging going around. I wish to live the whole experience and going to the sea, maybe making ships who explore tiles at sea just like the normal walkking explorer would be a great thing to implement. Maybe you could create a trade off so people have to choose to start exploring the land next to them or throw themselves to the sea if there are some unhabitted islands. Maybe the game could have 3 islands in a 2 v 2 and the map objective to win the game in the center.
I love to find variety in the maps I play. Adding mercenary camps randomly around the map that raid players and CPU. Which you have to defend against, you can attack to wipe them off or you could trade to use them against other players. Moreover, like the warnings you get from rats, earthquakes, portals and more, there could be raids and suddenly longships come with mercenaries to attack you by sea. So you have to be ready at the beaches! Leaving your more inner territories less defended to make the game more fun. Moreover it could not only be humans, but a kraken attacking the shore, or a warewolf that appears from within your people!
I'm sure I can come up with more but I dont want to make this a too big a post. If you want more contact me :) I'll happily help. Love indie games. You guys are nailing it! Keep it up pls. Me and 2 more friends are having a blast with it!
- convert warriors to villagers/workers should have a yes/no confirmation, it easy to click a building by mistake when you move your warriors in tiles with military buildings
- Marketplace should have the following options that you can toggle
- set to autobuy food when food is at 0
- set to autobuy wood when wood is at 0
- It would be interesting if "blessings" would have to be constructed and not just gained right away as a "freebie". It would be built on a
tile, it would require X amount of stone to build. It would look like a runestone or altar with the shape of the blessing carved into the stone. It would not require any space on
the tile to be built.
- Only a single blessing could be constructed on a tile.
- Having all the blessings constructed would be a requirement for a wisdom/lore victory.
also feasting should have an additional click for confirmation, since it's so close to other UI buttons that one uses so frequently missclicking has a high chance of occurrence
You can raid early, it just forces you to make that exact decision which you don't like; econ or attack. People who have chosen to have an econ should also be rewarded for their play style, just as much as you playing yours.
If anythingthe game still favours Wolf rushing, you have to get reasonably good to be able to defend it, and it's overuse detracts from the experience for new game owners, which doesn't help the devs sell more games.
Who wants another stupid CPM clickfest 'rusher' RTS anyway? There's a million of them out there go play that tired formulaic crud to your hearts desire. Why change this game into the same generic crud evry other game does?
This game is great because they're trying to get that balance right, so that rushing requires you to risk it all - as it should. If you want to roll the dice with a dash across the map early you *should* be punished with a crippled econ if you fail.
You seem to want the devs to make rushing bulletproof, which is at odds with most of the appeal of this game, a slower less CPM frantic RTS.
Rushing should never be anything other than a very high risk strategy, otherwise it becomes the default strategy and why have a late game anyway?
They nerfed Wolf to get away from your preferred scenario, and the game is better for it.
I bought this game a couple of days ago and already spent a couple of hours playing it.
So far I really like it and see the potential for a growing game with something unique.
In the future or even after release I would like to see a few features for a better multiplayer experience. I kind of grew up with WC3 / TFT from Blizzard with their Battle.net (meaning the 'old' one where you just had player profiles and not a plattform such as steam):
With features such as:
- Have an account that is leveling up
- Have icons that get unlocked after having won with a race/random after 25 / 50 / 100 wins (which you can change)
- Having automatic matchmaking for different player compositions (1v1 / 2v2 / 3v3 / FFA) and also a premade system
- Chat rooms and clans (including clan wars)
For most of the features I see a perfect fit for Northgard since we do have different clans with a different playstyle / theme already - I also see that Blizzard has more resources to provide something like that, but I would assume that most of the features doesn't need that much development.
For the current state: keep up the good work and follow your game plan. Don't release it to early and take your time. And please: don't let negative comments influence your work, because you are on a good path and people are loving it!
Just a few thoughts.
Cheers!
If the training or role is represented by a slot, it could be removed and stored in an existing or future unlockable building which would allow another dimension of strategy as players could rapidly mobilize. A villager that has had training as a warrior, but then returns that role to the relevant buildling might have a "reserve" role, and not count towards army cap, but could be activated later.
Giving the ability to perform work at a reduced output would at least avoid the ridiculousness of an army standing around a farm starving to death.