Yeah, I thought the same thing. I swear your other games have had nearly identical mechanics without any issue so I wasn't sure why it'd suddenly be buggy.
HunterSilver
Recent community posts
Seems like it could be a really fun game but the demo is really buggy. I can't re-dress at the bath either with normal clothes or maid clothes, I met the maid before I could unlock the bath to see her, I have no idea where the spirit in the waiting room goes when he plays a game with you, and after failing the game I can walk through walls. I'll try it some more later, but either way good luck with the game!
Awesome, I'm glad you were looking into this and all of that sounds great.
I'm not sure how an upward cap per stall would play out, but from my experience with v2.9 each stall has an insignificant cost to produce and land requirement to where having to build 6 or 7 of them for each resource I'm overproducing wouldn't impose any meaningful cost on me as a player at any relevant point. I think there needs to be something meaningfully imposed on the player to entice or dissuade them from building more stalls before requiring more stalls becomes a thing. For example if more stalls increased the severity and frequency of bandit raids, as a player I would naturally begin to cut back on production and stockpiling (Because honestly it's more stockpiling than profit if you're producing more than 300 of a resource a day) to line up with what my defenses could handle.
Hello, please include logistic controls to trade stalls. For example, if I only want 100 seeds on hand for my farm, I can set a 'Sell Trade Stall' to automatically collect and sell all seeds gathered in excess of 100.
This can be an upgraded trade stall that requires rare resources and power and that would be fine. I found myself manually putting thousands of veggies, wood, water, meat, and seeds on the market at a time. Even holding down 'e' to rapidly add them took up a significant portion of my game day. Anything that can alleviate this would be great, thank you.