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(+1)

A Couple things

First please either remove or add an off by default toggle for the lightning on the main screen, it's actually starting to give me a headache. It is less dramatic and more annoying.

Second please add an "are you sure you want to leave" screen (I misclicked trying to resume after looking for a hotkey and lost the current best looking map I've seen (probably add a recent seeds list for allowing the players to revisit maps they liked.

Lastly (for now) I heavily suggest soft clearance being added (can block one doorway on multi door structures and corner tiles not stopping fishing dock or harbor placement.)

Just some QoL stuff.

(+1)

Hey there! Thanks a lot for your QoL feedback.
Got you, I'll get to work on these.

(2 edits) (+1)

I do have some questions and building ideas

Questions:

Question 1 is about mushroom zone, is it something not yet implemented or is it something that is basically round 2.

Question 2 is it possible to destroy the necropolis or is that a case of not yet?

Question 2.5 is tied to both above does destroying the necropolis cause mushroom people to replace skeletons has the enemy?

Question 3 will there be faction swap eventually (play has the necropolis, or other factions.)

Building Ideas: 

Harbor- add ability to call for a shipment for maybe somewhere around 50-100 coins

farms- other crop type selectable (purely for aesthetic no change in function.) examples being carrot, potatoes, beets, or cabages.

barracks (for both training controllable units and doubling has a mini fort for archers on the roof  should be able to connect to walls.)

portal site (for even faster travel and would require crystals stone and coins at about 100 crystals 20 stone and 50 coins. built by mages)


That's all I have for now...

Yo, let's go in order:

1. Mushroom forest

I added it purely for biome diversity, but honestly, I feel like the mushroom forest is a candidate for being cut from the game. A magical forest with crystals sounds cool, but a mushroom forest... I mean, maybe I could come up with some small faction/people living there that you could trade with, etc., but for now, it's better to treat it just as a quirky decoration.

2. Necropolis

The Necropolis is a crucial part of the game's story. I'm thinking about adding a toggle for sandbox mode so players can disable its spawning, but as for destroying it in the campaign... I think that will be one of the major story-driven choices later on.

2.5 Enemies

I already have some ideas for new enemies, but they aren't mushroom-related :D

I don't want to reveal what I'm planning just yet since it would be a bit of a spoiler, so let's just say it's to be announced. For now, I'm going to develop the undead theme for enemy raids. There's still a lot of cool stuff I can do with them so that undead raids feel like a proper challenge for the player, rather than just a couple of mindless bots rushing you (though the first few raids will look like that).

3. Factions

There won't be a faction swap feature in the game. It's an interesting concept, and I could technically implement it, but I want to keep this game focused as a classic "settler" city-builder. I have tons of ideas for other strategy games where faction mechanics would fit perfectly, but I don't know when I'll actually get around to making them.

Building Ideas:

  • Harbor: Interesting idea! I'll take it into consideration and look into it.
  • Various crops: Another one awsome idea! But i guess different crop types should provide various bonuses to settles. So will work on it. 
  • Barracks
    The idea of connecting them to walls sounds really cool. As for the barracks themselves and controllable units, I’ve actually already implemented them. The only reason I haven't added them to the game yet is because I'm having some trouble with the visual assets. Or rather, the lack of them. I’m currently using an asset pack for sprites that doesn't include any human warriors or mages. Because of that, I've put this feature on the backburner for now.
  • Portals: These will be added to the game very soon. To be honest, I've already coded them!) They just need a little bit of extra polish.