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(1 edit)

Might as well add mine.

- Abandoning settlements. One might order migrants to settle by mistake, find out there's masklings nearby, deplete the copper vein they came for, etc... An option to abandon the settlement might be useful in some cases.

- Once the boats get added, tweak worldgen to make proper islands. So far my exploration has led me to believe the world is more of a contiguous web of land dotted with large lakes, much like minecraft. I might be wrong, but I'd have to explore quite a lot to see the end of it, so putting that here just in case. Maybe even worldgen options at some point in the distant future (maskling/ore density, island size, etc...)

- A change in how migrant groups are done. Currently they're picked from idlers, but I found that even with large intakes of migrants, I hardly get any idlers, so forming migrant groups of even 7 is difficult, and I would like to make groups of 20+. Maybe just say "I want a migrant group of X" and citizens join it like they would  the military. Maybe even get a migrant staging grounds building. That might also help to let migrants bring ressources with them (mostly construction materials to get started quickly).

- More of a bug, but warbands stop moving entirely when they get engaged in combat. I had four militia die because the warband tried to reform at the wrong time and maskling caught them halfway through, with most of the skirmishers way out of range. And everybody stopped moving the second masklings touched the militias! It's the same for maskling huts. One dude touches a tent and starts banging on it, and the whole 100-strong warband stops dead in its tracks.

- Properly impassable mountains, and maybe even impassable rivers (that can be bridged over?). Rivers make for gorgeous cities, but I'd like my flanks a little more secure if possible.

- The stone walls and towers look a bit out of place next to the base ones, something the wooden upgrade doesn't suffer from. It's just my opinion though.

EDIT: - Click-and-drag building placement. Click-and-drag on two dimensions to place plazzas, wider roads, or fill the gaps in a house block. That'd be mighty convenient.

The rest is already planned or bugs, like pathing, migrants who don't respond to move commands, or pig-gathering completely stopping for some reason (there are wild pigs wandering the city and two empty pastures, but nobody does anything about it. Might have to do with the one guy "gathering pigs" stuck on a peninsula very far away). Mostly pathing. Also performance improvements, obviously. 1.3 was a giant step forward in that regard and I can't wait to see how many citizens I can cram into 1.4 before it cries uncle.

  • Abandoning settlements will be a bit tricky, but could be done while adding support for capturing and reclaiming them.
  • The generator in 1.3 creates islands from time to time, already. There will be at least one more major rework of the world generator in the future, but probably not until 1.5 at the earliest. In 1.3 the world is limitless, it will generate as you explore it (Minecraft style)
  • One of the changes coming in 1.4 is the ability to create migrant bands from anyone, not just idlers.
  • That warband behavior is currently acting as designed, but I'd like to smooth it out and give players more control warbands.
  • Good suggestions for the world generator. Mountains used to be impassable, but that ran into issues with pathing (pre 1.0). With the new pathing improvements in 1.3 they're a possibility.

Thanks for the great feedback.

I just wanted to piggy back on the abandoning settlements thing to mention that I've had one or two mistaken settlements I'd like to get rid of, but I'd also like the ability to merge settlements, when they've grown close enough to each other.

Merging is another good idea.