when you place fireplace at most right and click on upgrade the grass field will also be selected.
it would be good to see how many units are going to be produced and how many resources are going to be consumed. like in a saw mill or mine.
Give option to upgrade Field to Mill instead of having to delete old building. Ideally keep old production cycle when upgrading.
Make pausing a unit not stop right away during production as this doesn't really make any sense but have production stop after the current cycle instead.
Resource usage of the mine appears to be broken. It consumes way too much wood. I tested it and it took 50+ wood in one go.
With upgrades show which resources are still missing and which are already available.
show info of unit health otherwise it is wild guessing if the unit will survive another attack. give info as to range of unit.
Hey thanks you for your time! A lot of valid points you mentioned are already solved in the next version:
- transparency how many resources are needed for buildings
- pause function will be removed for now
- unit healthbar if it's not 100%
the upgrade option instead of a new wheatmill card is noted! Just wanna mention the pack card pull logic will be replaced by a proper deckbuilder in the future.
Context: Somehow, the upgrade UI popped up when leveling up my campfire to level 3. There seems to be no way I can close it. Having the ESC button shut down all UI as an override might solve this. Currently, it's overlapping half of my building, and I can't reactivate them.
Quick feedback: - Would be awesome if soldiers had a health bar - Some form of small return for deleting soldiers would be nice - Pack 2 / Pack 3 should give x2/x3 gold on selling, to balance rerolling more? - Would be awesome if we could have more info on production (like Wheat Farm vs Windmill)
Hey, thanks for playing! A lot of things you mentioned are already planned (health bars, transparency of resource costs, higher discard value for pack2/3, etc) but don't know the best way right now to list already planned changes for the future.
The bug you encountered is not known yet but it helps a lot that you recorded it thank you!
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when you place fireplace at most right and click on upgrade the grass field will also be selected.
it would be good to see how many units are going to be produced and how many resources are going to be consumed. like in a saw mill or mine.
Give option to upgrade Field to Mill instead of having to delete old building. Ideally keep old production cycle when upgrading.
Make pausing a unit not stop right away during production as this doesn't really make any sense but have production stop after the current cycle instead.
Resource usage of the mine appears to be broken. It consumes way too much wood. I tested it and it took 50+ wood in one go.
With upgrades show which resources are still missing and which are already available.
show info of unit health otherwise it is wild guessing if the unit will survive another attack. give info as to range of unit.
20 paper -> 1 book
5 stone -> 1 ore
5 ore -> 1 weapon
Hey thanks you for your time! A lot of valid points you mentioned are already solved in the next version:
- transparency how many resources are needed for buildings
- pause function will be removed for now
- unit healthbar if it's not 100%
the upgrade option instead of a new wheatmill card is noted! Just wanna mention the pack card pull logic will be replaced by a proper deckbuilder in the future.
If I upgrade an archer to a mage, the book just disappears without any mage appearing. Lost 2 books verifying.
yep nice find! will be fixed with the next version!
Cool progression. Needs more enemies, never had to use weapons because despite their high cost just spamming ranged works.
More enemies are coming!
This was great!
My longest run was cut short by a pesky bug however.
Video: https://jmp.sh/s/XeKuAOpC4MGF997cwztI
Context: Somehow, the upgrade UI popped up when leveling up my campfire to level 3. There seems to be no way I can close it. Having the ESC button shut down all UI as an override might solve this. Currently, it's overlapping half of my building, and I can't reactivate them.
Quick feedback:
- Would be awesome if soldiers had a health bar
- Some form of small return for deleting soldiers would be nice
- Pack 2 / Pack 3 should give x2/x3 gold on selling, to balance rerolling more?
- Would be awesome if we could have more info on production (like Wheat Farm vs Windmill)
Awesome stuff!
Hey, thanks for playing! A lot of things you mentioned are already planned (health bars, transparency of resource costs, higher discard value for pack2/3, etc) but don't know the best way right now to list already planned changes for the future.
The bug you encountered is not known yet but it helps a lot that you recorded it thank you!