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(2 edits)

Small update from playing today :


-I crashed more or less. The game stopped working when i build a tower on an existing wall. Waited some minutes but it didn´t recover from it. :( (Was on the 2v2 map, tried to cover the bridge with it build a square around it)

Was so damn close to build T2 had enough pottery, tables and all damn wanted to see what it has to offer.


-Also the message building place is already occupied always appeared on my screen as i build a warehouse pretty close to existing buildings (To be fair it didn´t snap on the road and was only 1 second green so ok to place still was able to do it). Removing the building tabs fixed the issue but it appeared again while i was building more.


-Also the clipping issue i reported disappears (The T3 Woodcutter for example) building is in place and rock solid, just some peasants sometimes walk through the ground.

Will try it out tomorrow again and hopefully get my feet in the T2 area.


Edit 12.05 :


-Finally reached T2 i only focused on eco this time.  Only thing i noitced was that the stone quarry has some water in it (is it supposed to be there?)

- I was able to terraform some land when i build a church near the water a bit of the river turned into land. (Divine powers!)

- The Craftsmen houses look a bit empty with just the cooking pot in it. I know it is a quality feature by this time but i would love to see the pottery and some furniture in there later down the line (Since they are requiered)


Some suggestions :

- regarding the research tree. Is it possible to make tabs for it? Like Economy, Social and Warfare? I just noticed after playing this game for hours that there are more researches. Ex the wheel upgrade is nice. Only found out that there are more tabs when i build the monostary.


- I would like to have the option that the game asks me to place the building in the building menu. Like a confirm button to place it. Build a farm on a spot accidently when i was moving on the building map.

-Speaking about missplacing things, removing buildings or sites should give some of the ressources back. ( Depends on the % it is finished nearly finished buildings shouldn´t give the same ammount a freshly building side should give.)

- Even if i am fine with no saving feature for now, it would be since building everything from scrap is a bit of a pain. Anyways can´t wait for new stuff.

Big thanks for your bug and improvement report again!

I'll definitely consider adding a panel which asks if a building should be placed or not and I'll care about the bug with the message panel.

The clipping issue is meant to be a function not a bug ; ) It prevents getting pushed into the universe when a new building and new colliders are instantiated near the player. The colliders will become active when the player moves away from the new building afterwards.

Yeah the terraforming can be quite heavy near rivers and mountains. But at least your workers won't walk into water. (Let's consider it to be the Netherlands function ;)

I'll improve the 3D Models inside the buildings for sure! In fact, I planned some dependencies on the supply with copper ware, furniture, wool, etc. just as you mentioned.

The water issue with the quarry is not solved yet. I have to think a little bit how to fix this, as the water level is global for the whole game and the quarry may go beyond it at some times.

The idea to make tabs for the research menu is good. I'll implement it in a version in the future. Returning some of the building material when destroying houses is a good feature, too!

For the saving function: I'm a little bit sorry, but this feature will first be implemented in the final version, or an early access version (I'm still not sure, if I want to support the idea of EA and if it is helpful for the development of the game, if the community wants to have one, etc)

You can imagine the saving function as a way to rebuild the entire game and then store it to some variables. As this is some work, I'll want to make sure, that the game runs stable before and the most bugs are fixed.

(1 edit)

You are ,as always, welcome.

It is a feature not a bug then fine by me ;)

Nothing against the Netherland function then. In fact a nice idea! Just some random idea which got in my head, why not have some "netherland"fishers near the water then? As a new food ressource ;o)

Sounds good. I can´t wait to spend more time into the game. Personally i would support the "early access" idea and i would gladly pay for the game again.( More or less invited you to 3 beers in a tavern here, Cheers!)

As always keep up the good work! And i am looking forward to the next version.

Yeah, I had the idea of some "netherland fishers" in mind, too. ; ) Let's see, maybe I'll have the time in on of the next updates.
While we're at it: the next update will be released in a couple of days - probably end of next week.
Thanks for the beer ; ) - maybe I can return the favor by naming the innkeeper of the tavern Brummbaer ; )

Looking forward to it!

I would be fine with a bear head banner similiar to the Rhodoks one in Warband :P but owning a tavern sounds good too ;-)

Ok, the crash when building walls close to the bridge has been fixed and will be implemented in the next version. So until then, it would be better not to build fortifications near the bridge. Sorry for that.