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This city bug again. Irritating. I've been unable to replicate it. Are you on Linux? Did you save/load?

I agree the buildings in cities are a bit poorly handled. For the next version I was thinking of removing them completely and just having an option to turn your city into a fishman city. It would then be able to be levelled up by you spending gold on it, each level gaining a new power it can deploy. A simpler mechanic, but the individual building slots never really worked out how I wanted, and it would let me tailor the powers unlocked a bit better, if they've got a proper progression to them.

Exploits of non-enthralled lords: Honestly your suggestion sounds pretty decent, and not too hard to implement. If they had a series of "events" they could trigger, based on their personalities. Maybe giving you a few options to exploit this, but mostly there for flavour. I'll have to look into it.

UI is being overhauled in the new version, so maybe the bits you dislike will be fixed. Scrolling menus are completely redone, because they were very bad, and most of the rest got a bit of fixing.

Anyway, thanks for the feedback and support.

Negatory to both.  I never save/load, and I am PC. If it's related to powers, it might be the parahuman causing structures. But I have been facing this bug quite regularly, to the point where I face it every game. 

Something that comes to mind about buildings is possibly to handle them as districts. Every city starts with say a Castle, Market, Slums; Lords will upgrade the districts that they think uphold their values. Peasant hate Crowded Slums, but Parahumans can live in them with a lesser chance of discovery. Likewise, the more Chapels, Constabularies, and "Light" focused builds there are, the less Parahumans can get around safely. Perhaps a city ride Crime rating, where Crime distracts from Parahuman activity? Kind of a ramble there. 

I like the idea of buildings being leveled on a pathway, but not so much the entire city. Because as a player, it feels like it can be too easy to just wait until you max out a level counter to strike. Where if all buildings had a 1,2,3 upgrade path; that's a far more uniform pathing, perhaps with a split at step 2 or 3. Like say the Mists, The basic site creates the fog and has the spread if broken ability. The second gives Teeth, and the third gives a choice of two or more different max upgrades. This way, I have have it built in every city yet still use them for different things. 

I guess my thinking there is Say a city just has 3-4 districts to begin with, and through a major project can build another. But for the most part just try to fill up the districts they have. The more overpopulation, the cheaper a new district is. Perhaps if you have a large parahuman population you can build their special districts? Perhaps if the lord is enshadowed, you can build really evil versions of buildings and vice versa? 

And thank you. I admit it's sort of a CK2 thing, but I like it because it gives me as a player more of an idea of what people do; and what I could potentially do to really strike at them. Hope that idea serves you well. 


All in all, good luck with the bug-squashing and I happily await the next build.