Welp, after playing for 42+ hours here is my town thus far. This is the sixth or seventh town I had to restart do to numerous bugs. I’ll try to cover them below, particularly some I’ve not seen posted.
Springsong, front at the gate.
Click to view
Showing the Inn and various shops.
-In order to get this far I had to do some serious save scumming. Pretty much every building I made I had to save before putting it together
-To successfully construct buildings, I had to make sure I didn’t have the doors or windows for it build. I’d design the building, wait for the workers to finish it (without doors or windows) and then have the carpenter craft the embellishments. Furniture was added in after the whole building was done.
-The town has a total of about 17 citizens at this point. However, I’m starting to see the PC hitching and the yellow pathfinding bar constantly. Keep in mind that every house has furniture; 1 bed or 2, dining table, chairs, rugs, and some have internal lighting.
-Crashes occur every 5 to 10 minutes. Large slab constructions are impossible without pausing the game. In fact I have to keep the game paused now any time I go into build mode.
-In the above picture, note the little girl sitting by the fire in the town hall. Notice there are two empty beds on the top left hand side of the screenshot. She fell asleep on the floor right there instead of looking for one of those beds. Bed seeking priority should be increased. Town should have more beds than the number of citizens.
-I’m unable to place lamps, pennants, pictures, and signs on the outside of my buildings without their floor plan turning red (as if showing an error)
-Buggy construction after building 20+
-Note the floating villager.
-Note all the trash that I can’t clean up because for some reason the villagers don’t consider them Tools. Please allow us to either delete stuff like this (the hoe’s on the ground) or fix their designation.
-The goblins have made the game impossible to play and more importantly to test. You can’t test or see the goblin issues until you’ve built up a town about this size (there is another thread showing the same problem).
-This is not an issue of pathfinding, as there are clear paths to the village (both before and after I erected the wall).
-This is an issue of a badly designed goblin spawning system. It seems that it spawns a massive gaggle of goblins as soon as a villager uncovers an unexplored area?
-I’ve actually had the goblins spawn on top of my villagers even though the area was already discovered:
Summary thus far:
-I know a lot of folks like the scaffolding and how cool it is. I’m starting to think it’s a bit unnecessary. Perhaps optimize it some more to not take up so much pathfinding and AI routing resources?
-I don’t see the need to put a ladder on every window, even those within reach. I put my windows two blocks high.
-I think the goblins need to be turned off until the pathfinding and AI is much further ahead. Additionally, until we can set patrol sectors for our footmen, goblins are getting in the way of any progression.
-Goblins and any spawned enemy should always follow the single encounter rule, and not be one massive gaggle, regardless of the size/equity of the village. Currently a massive gaggle of goblins is spawned (size based on total village asset worth?) and then trickled at the player. This doesn’t work, and almost always ends up with the player getting all their villagers killed piecemeal. If you’re throwing small bands of about 3 to 4 goblins at the player, the system shouldn’t spawn any more than that at their camp. The system should not spawn more goblins at that spawn point until that warband is destroyed. The current setup is creating massive pathfinding bottlenecks, lag, and crashes.
-When villagers get hungry, they drop what ever they are carrying to run back to town. I’ve had villagers half-way across the map bringing back stone, suddenly drop it, run all the way to town to eat, and then run all the way back to pick up the stone they were carrying… I think eating should be at the personal level and not always synchronized with all other villagers. This is going to be a problem later on, especially once you have a city going and its entire population drops what they are doing on the ground and runs to the food depot. This problem is exacerbated by the pathfinder having issues with multiple food bins.
-Workers won’t build scaffolding when doing slab constructions.
I’m afraid the game in its current incarnation is going to have some serious scalability issues later on down the road. If these issues aren’t squashed now, the programmer is going to have a nighmare of work later on:
-Housing construction needs to be simplified on the backend (not the visual end). I think the game’s scope has gone beyond the need of scaffolding supports. The details are cool… but seriously Devs, it’s out of the scope of the game at this point. You could save so much on CPU cycles and free up memory resources by reducing or simplying this feature. You have pathing to and from resources, up and down scaffolding, slab construction, in and around furniture, in and around the game world… And then you’ll have additional pathing implemented in the future… dungeon monsters, AI Villages, and so on.
-Pathfinding and house/furniture navigation needs to be solid before additional units and features are added.
-Footman should function identical to the Trapper. You set up a Yellow area where the footmen patrol. Remove their patrol of storage areas as a trade off. Currently Footman are patrolling storage areas, so this should be an easy implementation.
You guys have a solid foundation and what could be a great game. I just hate to see this game fall into development hell like every other game of its type has done thus far.
This saved game can be downloaded here: [http://www.mediafire.com/download/a6rfypi6c26xoii/saved_games.zip]