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Hello,

I played the game the last weeks and I am at the end of year 6 now. The game is still enjoyable.
The game can use over 3 gig of ram at some point, but it is good to see that the ram size will decrease again after some time for some.

First talk about the population grow:

  • Year 1, 7 starting settlers
  • Year 2, 6 new settlers (13 total)
  • Year 3, 9 new settlers (22 total)
  • Year 4, 9 new settlers (31 total)
  • Year 5, 12 new settlers (43 total)
  • Year 6, 17 new settlers (60 total)

Oké, lets talk about food production. Wheat, potato and carrot will grow in the winter, tomato and corn don't. So you have to harvest tomato and corn before the winter starts. In the winter (day 2) they still try to harvesting plants that are in 'rot/remove' state (first image). This can be hard because the farmers will remove pest instead of harvest good crops at the last day of autumn.. (second image)


I tried to produce alot of food and that worked with the problem of keeping it stored ofcaurse. I use about 50% of the settlers with a farm skill. So I adjust some new settlers to my needs. I like to play with lesser miners then the game gives because that task seems to have a really high prioritization.  The next images will so my food stockpiles:

Winter year 2:


Winter year 3 (the zones are full):


Winter year 4 (I created a second story in the little mountain close to the fields):


Winter year 5:

Winter year 6 (added zones between the 2 kitchens and already had zones close to the second kitchen in year 4, close to the second farming area on the right side in the forest):

Now I will list some things that seems strange

  • "Crafts items.." will not go away untill a reboot. I don't know who to reporduce but I have seen it more then once
  • Dwarfs will go to the river to drink water even in there is water in the feasting hall. I seems it will pick the closed water source in bird view and not walking distance..
  • With more Dwafs it happens more that they get on the same spot, start walking slowly and do so for a long time, until they are in the feasting hall for example, there is a lot of space to take an other path, or just wait so they can both can walk faster.. In year 2/3 it seems odd, but in year 6 it can be like 6/9 dwarfs getting to gather because if you have some walking slow the odd are getting bigger with more settlers that one will catch up.. Note that I am making hallways 2 or 3 wide to minimize this problem.
  • If you have multiple miners they will mine the same spot. In year 6 I even have seen them mine a mined spot.. So I think there is something with the alocation of the task going wrong:
  • The resources viewer is realy handy to see the count of the block's and it type. I fount out that it is not working well for the cauldron's somehow they get mixed up:
  • If you have 2 metalwork's I expect that they do work within one metalwork's but they don't. They can bring a 'bloom' from one to the other at moments you don't want to. As you can see in the next screenshot the settler is extremely tired and even picked up a bloom and is hauling it the the order metalwork's which is a long walk.. Luckily they haven't died on me:
  • The same problem will heapon with the kitchen and feasting hall if you have 2 of both. I want them to work with the adjacent one and not the one on the order side of the mountain. The hole point is that I want them to spend less time walking around. You can see them walking cauldrons around:

  • It seems that bringing plank's is a low priority task. At least if the planks are not close by. I started with a sawmill next to the river. So after I build my second kitchen/feasting hall I wanted a second row of bedrooms next to it. But the beds where not created. So I removed my sawmill, created one on the right close to the forest and started creating beds somewhere else. That did use up some planks and new one's where created in the new sawmill. Now the planked where in a close-by zone to the beds where made:

  • cauldron allocation seems of if you have multiple metal types of cauldron's. My kitchen in waiting for 4 silver cauldron but there are iron and bronze cauldron's available in the resource zone next to it:

This is what I have at the end of year 6 (I will make extra bedroom's in the winter for the newcomers because spring and autumn in farming time):


Final note, I think it I am getting to the maximum side of the settlement. At least now I have used all the content (almost, I haven't make a mushroom farm because I found few) and got to a size where some problems occur:

  • If you have more then one metalworks, kitchen and feasting wall the settlers are not working optimal
  • Water consumption seems odd. I have seen 3 of 5 water allocated and then some dwarfs drink and the water stays at 5. That seems incorrect but fixes the first point. Because they settlers will try to refill the water barrels a lot, even when on 5 then putting a bucket with water in a resource zone. Then when they want to refill again then don't use the water in the bucket but walk with it to the river to refill. It would be nice if you can build a aqueduct or something to transfer water from the river into the mountain.
  • Settlers will try to do the same task at the same time
  • When the walk close to each other they are walking slowly, that is fine but they don't try to avoid it so you can get hordes of dwarf walking long distances together.
  • Once you have boulders that aren't picked up because of different reasons they will stay in place for the rest of the game.


@Rocket Jump Technology, I am really interested in your next Devlog update. I have you like my posts on your current version and you can use some of the feedback.
Keep up the good work!

1. Dwarfs will go to the river to drink water even in there is water in the feasting hall. I seems it will pick the closed water source in bird view and not walking distance..

That's correct, I already had that problem.

Best thing to do here is just build a small feasting hall close to the river with just a couple barrels (how many depends on the expected traffic) to have them drink there instead for the meanwhile

2. cauldron allocation seems of if you have multiple metal types of cauldron's. My kitchen in waiting for 4 silver cauldron but there are iron and bronze cauldron's available in the resource zone next to it:

Yeah, I seem to have a problem with that one, too. Got a cauldron spot that got never filled because it was waiting for a bronze cauldron, which I didn't have.

3. With more Dwafs it happens more that they get on the same spot, start walking slowly and do so for a long time, until they are in the feasting hall for example, there is a lot of space to take an other path, or just wait so they can both can walk faster.. In year 2/3 it seems odd, but in year 6 it can be like 6/9 dwarfs getting to gather because if you have some walking slow the odd are getting bigger with more settlers that one will catch up.. Note that I am making hallways 2 or 3 wide to minimize this problem

Yeah, happens since the first build, which can be pretty annoying sometimes, especially when you're not prepared for it. And having wider hallways didn't do much for me, so I stopped doing that.

The inefficiency of having multiples of the same production rooms stems from not having any priority settings yet apart from getting the goods to the spot which asked it first. To alleviate this I have built 2 large centralized kitchens (one bakery and one soup kitchen), which will deliver to the feasting halls from there.

Thanks. To make to central kitchens seems smart (for now). As a programmer I also had have some thoughts about how the code some optimization and user feedback.