First Feudal

First Feudal

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Tassadar  [developer] Dec 2, 2017 @ 1:51am
Feedback, issues and suggestions
Here you can suggest any ideas, leave feedback about First Feudal or write bug reports.

Your feedback will help us improve game experience.
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Showing 1-15 of 545 comments
crysalgon Dec 2, 2017 @ 2:12am 
Hi. I could make some bigger towers that I can put on archers. And where the clay is, I can not find it.
Tassadar  [developer] Dec 2, 2017 @ 2:27am 
Originally posted by crysalgon:
Hi. I could make some bigger towers that I can put on archers. And where the clay is, I can not find it.
Hello, you can build towers after researching science "Improved defense" http://c2n.me/3PZvVE2
Clay can be mined on "Ordinary quarry"
crysalgon Dec 2, 2017 @ 2:32am 
Thank you
Isildor Dec 2, 2017 @ 7:37am 
After a couple hours in the game (I'm rather sure it was more than just 3), I'd like to offer the following suggestions:

  • Give all objects that have interactions, like workbenches, doors, chests and so on a marker, highlighting the direction they will be used from. like an arrow pointing towards the front.

  • Add an option to have workers drop off materials like wood / stone before their inventory is full. Especially early on you dont need high amounts and have to collect their inventories manually if you dont wish to wait for too long.

  • forbid animals to go through doors if they are not lead by rope. It's weird if they leave their pen because a cow learned to open a door.

  • slightly increase bow range on primitive bows for players only. so far it seems to drop off 2-3 tiles after being shot. I could throw the arrow further manually IRL.

  • Add some kind of deforestation marker to clear certain areas by workers. Could be an object you have to actually unlock and place for adjacent trees to be prioritised. It would take some tediousness away while not making it too easy.

  • Allow us to upgrade dirt roads to stone or something. It's slightly weird if you have stonepaths left and right, and the middle is dirt because it cant be changed.

I'd like to mention that none of those changes are "NEEDED". The game is very fun as it is right now. But it would give some small quality of life improvements that should be easy to program :)
Isildor Dec 4, 2017 @ 3:08am 
Once you play the Game, you will notice that its not really like rimworld at all. It's like any other kingdom builder, but with way more micromanagement and rpg elements.
haggalais Dec 4, 2017 @ 5:00am 
im injoying the game but my AI are somtimes staanding around even after i gave them the riight tool to work with.sometimes they also dont always acknowlage theres a building material in a chest a short ways away but he stands near the box on the starting tile is there a way to fix this or do i have to do the transfering to the main storage myelf ?
Uncle Joe Dec 4, 2017 @ 5:32am 
I find that peasants standing around by the wagon means that they’re waiting to unload what they’re carrying. If you delete items from the wagon they will unload and start on their next task.
Uncle Joe Dec 4, 2017 @ 5:36am 
Two things I think would be good changes are, 1) click-drag to select peasants, it can be difficult to click on them when zoomed out and they’re moving, and 2) the ability to set zones for peasants to work in so that they don’t go too far away when farming or hunting, etc.

Really enjoying the game so far. Good work guys.

V
Tassadar  [developer] Dec 4, 2017 @ 11:56am 
Originally posted by Sir Vainglory:
Two things I think would be good changes are, 1) click-drag to select peasants, it can be difficult to click on them when zoomed out and they’re moving, and 2) the ability to set zones for peasants to work in so that they don’t go too far away when farming or hunting, etc.

Really enjoying the game so far. Good work guys.

V
Hello, you can select peasant (or multiple warrior peasants) by click-drag in strategic mode (Tab by default)
Tassadar  [developer] Dec 4, 2017 @ 1:27pm 
Originally posted by Isildor1990:
After a couple hours in the game (I'm rather sure it was more than just 3), I'd like to offer the following suggestions:

  • Give all objects that have interactions, like workbenches, doors, chests and so on a marker, highlighting the direction they will be used from. like an arrow pointing towards the front.

  • Add an option to have workers drop off materials like wood / stone before their inventory is full. Especially early on you dont need high amounts and have to collect their inventories manually if you dont wish to wait for too long.

  • forbid animals to go through doors if they are not lead by rope. It's weird if they leave their pen because a cow learned to open a door.

  • slightly increase bow range on primitive bows for players only. so far it seems to drop off 2-3 tiles after being shot. I could throw the arrow further manually IRL.

  • Add some kind of deforestation marker to clear certain areas by workers. Could be an object you have to actually unlock and place for adjacent trees to be prioritised. It would take some tediousness away while not making it too easy.

  • Allow us to upgrade dirt roads to stone or something. It's slightly weird if you have stonepaths left and right, and the middle is dirt because it cant be changed.

I'd like to mention that none of those changes are "NEEDED". The game is very fun as it is right now. But it would give some small quality of life improvements that should be easy to program :)

You can interact with objects from any direction

We will add a faster drop off wood or stone is marked as "deficit" soon
Uncle Joe Dec 4, 2017 @ 4:30pm 
Got it. Thanks.

Originally posted by Tassadar:
Originally posted by Sir Vainglory:
Two things I think would be good changes are, 1) click-drag to select peasants, it can be difficult to click on them when zoomed out and they’re moving, and 2) the ability to set zones for peasants to work in so that they don’t go too far away when farming or hunting, etc.

Really enjoying the game so far. Good work guys.

V
Hello, you can select peasant (or multiple warrior peasants) by click-drag in strategic mode (Tab by default)
Disgolm Dec 6, 2017 @ 7:51am 
Hello developers. Why do I have a maximum of 30 fps in the game? Sincerely your player in the game):happymeat:
Tassadar  [developer] Dec 6, 2017 @ 10:52pm 
Originally posted by Пуля:
Hello developers. Why do I have a maximum of 30 fps in the game? Sincerely your player in the game):happymeat:
Hello. This is a peculiarity of Gamemaker engine - calculations proceed every frame, and 60 fps by default will be bad for people with slow PC (for example first Hotline Miami had this bug).
P.S. actually Gamemaker have a solution, but we found it too late, cuz it requires very big rework =(
i want to give suggestion to improve gameplay after 6 hour playing this game :
1. Add icon above peasant head like example green round icon means farmer or sickle icon, cooking peasant with food icon etc....(without it we cannot see how many peasant have been assign in that job)
2. Add gui slider to make interface/text bigger .
3. make tab population base on job assign, example tab1 farmer, tab2 artist cooking, tab3 artist carpenter etc.......or give different colour or unique icon etc......
4. progress on pumkins or farmer research to slow please make it a little faster....
5. sometimes peasant just stuck or just freeze not doing anything to solved this press they job assignment again....need fixed....

ps sorry bad english
Disgolm Dec 8, 2017 @ 4:01am 
Разработчики) я сразу даже не понял что вы из России) Ну вообщем молодцы) Починили фпс) Продолжайье в том же духе):happymeat:
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