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Thanks for the info. :)
I have excess Workers to create Warriors... what am I missing in the production of weapons?
EDIT: Oh wait - I didn't allocate any workers to my BoneWood Factory...
Foremost, as I produce assets useable to create fighting units, I'd like to see icons of those assets along with numbers on my screen, maybe up high somewhere. That would allow me to at a glance gauge how much I have in my inventories *without* having to locate my specific structures and click on them to tell. This sounds trivial, but when you are managing resources, building structures, and plotting defenses (nevermind exploring a map!) this time saving matters.
Out of combat I wouldn't mind seeing worker Dead who aren't otherwise busy automatically drift over to damaged building to repair them over time. Slowly perhaps. No cost in resources. I even wouldn't mind if structures I laid down that get destroyed being "remembered"... have their layouts/blueprints remembered for auto-rebuilding in quiet times. When combat gets really busy - I am envisioning in MUCH tougher scenarios - putting all this back together again could be something a player does not look forward to.
The map needs greater zoom and/or the capacity to scroll around with your actual screen view. Its strange to scroll your view-space but not have the scope of your minimap track with you.
I'd like to see greater distinction between Ghostly meleeists and Skeletal ones. At the moment, one does more damage, the other takes more hits. I would like to see more peculiar mechanics for them i.e. Skeletons can spontaneously reanimate when destroyed (10% chance), or Ghosts can be intangible and allow an attack to pass harmlessly through (40% chance).
Morale for Living units. All sorts of causes and effects as different mortal units suffer attack by Undead.
For new players - and to help keep them playing - more mouseovers over things like missing resources for unit production. Just a helpful blurb about what a missing resource is, and either where to find it or what structure produces it.
A Scrying Pool that, when built, periodically pings/highlights the general whereabouts of valuable map resources that are as yet undiscovered.
Finally, unlimited levelling/upgrading of practically every structure in the game, but with increasing cost/diminishing returns as you do so.
Overall I found this to be fun, though still a bit rough. Map/mission transitions seem rough. The combat is simpler than I would like - get within range of the enemy, all units stop and take turns whacking away until somebody dies. I would like to see more movement (i.e. Ghosts), blocking, dodging, parrying, frightened mortal units, mortal retreats, etc. . However, as a TD game of sorts, I understand the straightforwardness.
I found traps to *seem* useful, though a more pronounced effect might be good, to let the player know they're doing their things.
I felt I was unable to build defenses in-depth. Perhaps in future missions this might become more of a thing.
The in-between combat auto-rebuild idea (previous) is something I'd like to see so that I am not reticent or afraid to build defenses where I need them... for fear of losing them and the resources that I used for them.
Anyhoo, my two cents for now.
Hey there Warlock, thanks a lot for such a massive comment. We really appreciate the recommendations of our community. I can't promise that the changes will be made, but the fact that they will be thoroughly studied is for sure. Have fun :-)