My only gripes are the non-existent durability of the walls and the frequency of the raids.
But all in all, its a great game so far and im looking forward to future updates.
If i may make a suggestion or two: More military options for citizens, i've noticed the average citizen throw themselves at the skeletons.
Also, maybe, a direction indicator of where the raids come from, though this is more "I'm spoiled by indicators" so just consider it as a skill issue.
It'd also be cool to be able to close the gate, if that isn't already possible
Like the other guy said, maybe a way to remove nodes.
Other than the Towers, walls don't seem to serve much purpose defense wise since I've witnessed the skeletons just destroy them instantly.
In my previous playthrough, (just a minute ago), it was easier just to place a wall, then a tower.
Also is it possible to have multiple adventurer parties? Unless i was doing it wrong, it only let me send one out at a time.
I'll have to play again to have more gripes but this is all for now.
Back for a minute.
With the workforce, i've noticed that if there are things that you've ordered.
Mostly cutting down trees, It just won't get done. I've tried expanding terriorty and building stockpiles closer but they just ignore it.
It might just bug out or something, but that's what happens some.. most times. and then it'd take twenty years to pickup the logs.
Hey there! Thank you for the awesome feedback! I'm glad you're enjoying the game so far.
Of course you can make suggestions, it will help me make the game better!
Regarding your points:
Walls & Raids: Yeah, walls durability is a my bad, will fix it. Actually, I’m planning to rethink the raid mechanic entirely. I'm considering something similar to Factorio, where a crowd of skeletons will first gather in the corrupted biome before launching the actual raid on your settlement.
Adventurer parties: The single-party limit is actually an intentional design choice for now. The Main Character is the key member of these expeditions, and im planning specific events and scenes tied to them (for example, when finding Astarta). It wouldn't make sense for these to trigger without the MC present. However, im thinking about how i can expand or adapt this mechanic in the future.
Workforce/Logging: This definitely sounds like a no free workers or priority bug. Thanks for reporting, i'll investigate this.
Closing gates is a great idea.
About idicators, will think about it, maybe some building should provide indicator... Like a observation tower or smth