[Dev Blog] Alpha 4 Up on Steam Unstable

@sdee Out of curiosity, is it possible at the moment mod in more wall designs? Or is overriding the only option?

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Only overriding at the moment, but we will definitely add mod support soon. :slight_smile:

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haha okay sounds good!

Also is this what you mean by "might have to re-export qb files?


:wink:

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Yes, yes it is :slight_smile: But in the meantime, you get great screenshots!!!

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Very true. I think i’ll caption this one:

Nihonjin meet themselves for the first time.

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I found a small bug, I don’t have any Screenshots though.

Sometimes, you can harvest Berries from Berry Bushes that are not ripe yet.

Oh yeah, and the Pause Menu is really unresponsive when you press the ā€œEscā€ key, and my keyboard is fine.

For some reason you have to double hit Esc. It’s like it has to close something first.

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i noticed this as well, but thought it may just be something i was ā€œdoing wrongā€ā€¦ :smile:

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Will the Dev Roadmap be updated when they finish smashing these bugs?
=/

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I’m pretty sure it’s something we’re doing wrong. :wink:

Yes, when the changes are pushed to Humble Bundle as well as Steam Unstable :slight_smile:

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yes, but i’m afraid these rose-colored glasses i’m sporting have a +1 to Fanboyism… rendering me incapable of placing any blame on Team Radiant… :smile:

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In the next Alpha, could you please make it that your Footman can not die so easily. It’s terrible because for the moment you would have a small amount of Settlers, and having two killed off, the only two Footman would be devastating.

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well this is literally the first pass at ingame combat… balance is an ongoing/ever present challenge…

having said that, I haven’t lost one yet to those mischievous goblinzez…

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My only two footmen died when they fought against a hoard of Goblins. The number of Goblin is overwhelming especially if you have a small number of footman. Having all footmen down would lead your village to being more susceptible to having all your wood taken.

It needs to be more balanced. Goblins should not overwhelm a starting player and Footman should not die so easily.

Me neither, because the other settlers help. :sweat_smile:
Well, I still haven’t played that many times…

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@Relyss, really? My settlers besides the footmen do absolutely nothing in combat, besides get in the way.

Ah… Have you read this? It could be a reason too.

No, I mean they do run over to the battle site, it’s that they do nothing to fight the Goblins.

this is all good feedback for the team… but it’s probably more the case that that combat simply needs to be balanced, as opposed to more balanced… meaning, there likely hasn’t been much balance applied at this point…

as for other units assisting, as @Albert mentioned, they should come to the aid of a footman, and then flee if they take damage themselves…

with that in mind though, I wonder if we’ll possibly have the option to ā€œtoggleā€ a unit on/off as one who will jump into combat, or respond to the town bell ā€œcall to armsā€ā€¦

there may be certain units that you would rather not risk the damage, and have them stay behind while your ā€œcheaperā€ units throw themselves on the goblin grenade… :smile:

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Well stated @SteveAdamo. We really haven’t done any balance tuning yet since the code has been changing so quickly. We’ll get there, but we didn’t want to hold up the release up for this.

I envision a few scenarios where worker combat will typically be used:

  1. When you forgot (or got greedy) and didn’t build a footman
  2. To defend against early rushes
  3. In tight situations where a little extra help can tip the balance of an engagement

Thanks to everyone for all the feedback! It helps us to shape the direction the game will take.

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