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Grievered

17
Posts
A member registered Feb 17, 2025

Recent community posts

I think the new artwork is okay, but it needs to more varied. I need to be able to tell the different items apart, not just that they are leather or ore. Also, to differentiate between raw and processed materials would be very helpful. I think a combination of what you have now and what you had before. Keep the task icons how they are now, but change the inventory to pixel art. 

Or, color organize each of the tier items for easier navigation. Raw Hide (tier 1) and Thick Hide (tier 2), for example, look identical to the process materials Coarse Leather (tier 1) and Rugged Leather (tier 2).  There needs to be a different icon for processed and raw materials, and different colors for tier levels.

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When is the game getting updated? I'd like to enjoy this game, but there's too much 'off' about it. Furnishing is gated. Crafting is consistent with iron being used to make steel items. 

I'd like to see other improvements as well. The ability to set more than one ability/spell at a time. Hire people to gather/process for me. Have a purpose for the gold from the market. Include some DEX based skills/spells. Highlight which skills are unique to which weapon. Add cooking or processing recipes for the 80% of fish that aren't used. Something to do with the 'Rough Gemstones'. Show the stats of equipment before it's crafted. An equipment upgrade system. A custom number input for selling items in the market.

Hard reset my game after tiles became unresponsive. Even on a beginning 3x3, two tiles became useless.

I'd also like to suggest balancing the Void Pavilion Body Refinement.  An item that improves +10 is 5x more expensive than something that improves +5. (i.e. +5 Swiftness is 10 MID stones, +10 Swiftness is 50 MID stones.)

They both have the same proportional increase to impurities. (+5/+5 and +10/+10)

I would suggest decreasing the impurity gain on the expensive item, or increase the stat gain to reflect the higher price. Otherwise, why would we purchase the more expensive item when it's 5x more expensive yet only 2x more gains?

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I'd love to see an implementation of an enemy database with increasing levels of unlock. For example, Kill 10x of "X enemy" unlock basic data, kill 100x of "X enemy" unlock detailed stats....etc.  To know what the potential drop rates and drop items for enemy rarity would also be nice. 

Also within that database/journal, an enemy locator would also be helpful. To know which floor or floors certain enemies would appear with percentages of rarity appearance. 

Since there is "Armor Pen" and "Flat Armor" knowing which stats to improve based on enemy capabilities would help with planning. 

I'd love to be about to look at the cultivation window without combat pausing

Fun game. Why don't the other crafting skills have an inventory like when you mine?

Assistant doesn't load

right after getting 50 villagers

New issue: After buying "research center", the goal does not mark as completed.

One of the errors there should also cover a certain point after market upgrades are purchased, the game stops running.

Now it looks like "Double Job Results" isn't working at all.

Stuck at not able to build a shed.