Hey guys I’m back! Again! What is this, like the third or fourth time I’ve up and vanished? Who even knows at this point.
Anyways, I’ve been playing the newest updates a lot lately, and I’ve decided to attempt to compile all of my thoughts in something resembling a logical manner. A few bugs, a few nit-picks, a few suggestions, all in no real particular order.
I’m probably going to end up adding a lot of things to this post, as I don’t exactly have a stretch of time long enough to get everything down at once, and I’m too scared that I might loose the draft or something. I’ve got a big 'ol list of tiny notes saved somewhere that I want to talk about here and elaborate on, so I’ll pull those out and try to write up a couple more paragraphs a day when I can.
Music Dead Time
I haven’t tested this with the Ascendency yet, but in a Tier 1 Rayyas’ Children city, I often experience long stretches of silence between music tracks. The silence is definitely a little… unnerving. I haven’t played long enough with a Tier 2 city to know for sure whether or not the problem is remedied, but I’m fairly certain it might be.
Alright now if I’m wrong here, please pardon me, but food only spoils in open stockpiles, right? Thus, it is ideal to keep all of your food in containers, not to mention that it’s a much tidier storage method anyways. However, pets cannot eat food out of a container, which means that either A) you make a food stockpile and pray it actually gets filled up, also risking your food spoiling or B) your town goes though a constant cycle of cute tiny animals starving to death. Kind of a loose-loose really.
Some possible solutions:
Pet dishes- just a little craftable bowl that hearthlings can put food in for pets
Non-perishable pet food- I’ve been playing a lot of Rimworld recently, and in that game, food has to be frozen to keep it from spoiling. However, animal feed is non-perishable, allowing you to keep it somewhere else and prevent your animals from going in the freezer. (which, frankly, seems like a health and safety violation if I’ve ever seen one) Allowing the cook to craft pet food that won’t spoil seems fairly ideal, plus it’ll keep your racoon from eating all your fine meals
Alternatively, just allow pets to access chests- all of the pets in the game right now, with like the sole exception of the rabbit, are extremely crafty animals. Raccoons have opposable thumbs and are very intelligent, foxes are, well, foxes, and coming from someone who had a pet squirrel in real life for a good few years, believe me when I say that squirrels can get into wherever they want with little to no problem. It’s like they have no bones. They’re like itty bitty cats. The rabbit is, well, I’ve never had a rabbit so I don’t know much about their level of intelligence, flexibility, or ability to maneuver items, but artistic license I suppose. I feel like this could have a lot of potential for some very cute animations as well.
I drew up some really fast sketch ideas even!
Alright, so, this is going to sound way more negative than I’m at all intending it to, so I’ll open up with this: I really do think the personal space mechanic has the potential to be very interesting gameplay and immersion-wise. However comma, if not for the Desktop Tuesday video that come out on the feature, I would have literally no idea it was in the game. It is… how do I put this, very quietly implemented. I’ve been trying to mess around with it as much as I can and I just don’t understand the mechanics. I definitely feel like an explanation of the personal space mechanic, or maybe an approximation of how much space a hearthling needs, really needs to be worked into a tutorial or something.
Alright this one definitely ties into the thread on hiring mercs.
So here’s the idea, traders (and possibly mercenaries) need a place to sleep, right? Any self respecting trade city isn’t going to make visiting caravans sleep in tents on the ground, no no no, come in, you’ve traveled so far, come sleep in this nice cozy bed we’ve prepared for you, have something to eat, (give us a discount…)
So here’s the concept: build an Inn! Completely optional, there shouldn’t be a real drawback of not having one, especially in early game when you don’t even have time to build houses for your own people, but if you do build one, maybe you’ll get a little price deduction for your kind hospitality.
Basically I think this could be possible just by allowing beds to be assigned to “Visitors,” and you could probably call it done there. If you wanted to go one further, if the personal space mechanic ever advances to awareness of the beauty of a room, (fine furniture, decorative items, that sort of stuff) maybe have traders give the player a discount based on the quality of their accommodations.