New player Thoughts and Alpha 19 suggestions

I noticed that the update in alpha 19 the speaking one another speech bubbles…
starts to distract heart-ling from working in further locations…

I saw alpha 20 if you would add speech bubbles there it might be less suffering
than randomly talking and chasing someone when they are idle… or when they are currently at work…

Also
No digging upwards and downward o3o"
(I didn’t know the rule of 3x3 space when constructing them near mountain or river…)
=3=" that left them stuck there… (should be placed in tutorials…)

Monsters Challenges:
Easy mode is training wheels normal mode… (Great work)
I believe hard mode is actually just normal mode…
Difficulty spikes for players who know nothing about the building walls and houses yet…
But for those that already knows
(They can kinda just toy around with the monsters since its too easy to deal with)

“You wall them down and its literally over for monsters exception to giant ones that start breaking the door…”
“They start fighting one another which literally makes hard mode quite less NORMAL or Easy mode… because of this…”

If concepts of monsters: Try adding spiders that climb your walls or permit them to JUMP DOWN CLIFFS
since they get stuck there… and its easy to just farm your worries away… when that happens…
(When the player reach a specific Income of 5000 or so) “they should have a sword or two by now…”
(Not realistic but will avoid invasion not happening)

Please permit zombies to break your walls :smiley:
(Zombie apocalypse are pretty much capable of breaking down Doors)
"They are starving for your heartlings Hearts!? destroying the logic of death after all :3"
They are hungry for braiiinz…

waiting for pheonix church campain or something

Flying monsters too but that might start to lag and aimlessly wander (Fix the ground first…)
Note: adding the catapult for monsters that can break your walls… for engineer to fix…
(Making them more useful)

Finally: Spirit fighters known as cleric are overpowered in large numbers…
1 knight literally tanks everything with 5 of my cleric just healing that one soldier as my archers mow them down…

They should have a healing limit or Limit cleric numbers (AOE healing is kinda OP in late game)
add a new class beside herbalist like a sorcerer that are like archers shoots magic bolt for 1 target…
;3 with staff that define their magic…

Alright suggestions done…

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Hello coco and welcome to the forum!

@Speaking Bubbles: If I understand you right, you mean that hearthling stop doing their work because they want start talking to other hearthlings or even chase them? If that’s true, I would agree with you, that this shouldn’t happen. Hearthlings should only chit-chat when they are idle or when they take a rest

@Digging: Digging upwards/downwards will be implemented in the future I think. It’s a feature that has been asked for many times already. :slight_smile:

@Monster Challenge: Yes, normal mode is pretty easy and hardmode feels like normal. I agree. But that may be because you and I are experienced players in this genre. There are many player who gave the feedback that hardmode is to hard in some situations. I would say hard mode is pretrty good as it is right now and will probably change (rebalanced) once the combat mechanics are further developed.

But you are right when it comes to walls. Those make it way to easy, especially since a small fence is enough to hold back all enemies. I think what the game needs are flying and climbing units (like your suggested spiders) and enemies that can make holes into houses/walls, BUT those holes can be repaired by a mason. This way, walls are only a temporary defense, which can be brought down when enemies invest enough time.

@Class Balance: Indeed clerics are very powerful. The current problem is, that enemies never focus your cleric unless you are placing your units very badly. I think different enemy types should behavee differently. Like goblins are supposed to be easy and fighting the closest unit, while orcs are more organized and focus your weaker hearthlings. This way, you would need more knights/archers to protect your clerics. :slight_smile:

@Class balance:
Or a way where heartlings lose all hearts and doesn’t go pooof!? instead get knocked out…
Permanently losing a heart (That was said determine their life longeletivity)
And the Black Heart starts to deplete slowly like a ticking timer…

Getting dragged by herbalist to get healed…
(Whats the point of consumable healing stuff when clerics just do the work LOL XD)
I like the idea of specific status ailment to forces a heartling to stay in bed for the herbalist to do work =D

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