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« on: January 12, 2020, 12:52:26 pm »
Been playing for a few years now and generally having fun. My inner architect loves being able to whistle up hundreds and hundreds of blocks at the drop of a hat and having the built-in megaproject gimmick of a cool tower is nice for keeping me interested in building things with them. That said, I've noticed a few issues:
-The big one is that being able to get civilized souls from renewable prisoners removes a lot of the incentive of conflict that previous Warlock versions had. Now that sieges are easy to trigger with the new civilization menu, there isn't even the issue of needing dfhack or unusual worldgen to get invasions. My suggestion is just make prisoners sterile, so you can get a nest egg of souls at embark or more from summoned warlock caravans without getting infinite souls.
-Of course, imps need to be a lot better for it to be bearable to play without as many civilized souls for the first little while. Currently they require clothes to not get super stressed out, are unable to learn skills, are completely useless in any kind of combat, die of old age in only a few years and slow to a crawl whenever they start carrying anything. My suggestion would be making them at least move quickly when carrying heavy things, so they make decent haulers instead of awful ones.
-Bone meal creates both a full-fledged boulder out of bone and a ton of boulders in one reaction. This leads to weird stuff like making gargoyles entirely out of bone meal. Maybe bone meal could be a powder/tool that has a special smelter reaction to make pig iron/steel with, instead of just being a normal flux boulder?
-From the description in the guide I kind of assumed that each of the upgraded Necromancy buildings would still have the functionality of the lower tier ones, which wasn't the case at all.
-It'd be nice if there were separate reactions for making imps, soulforged bars and so forth with animal or with civilized souls. You usually want to use animal souls for them, to not cut into your precious skeleton supply, but you have do stockpile feeding and other chores in order to make sure you don't accidentally use up civilized souls.
And of course a few bugs:
-The skeleton profession sprites seem to be a bit off, on stuff like the skeleton clothier sprite I was seeing part of another skeleton profession sprite on the edge of the tile.
-The gargoyle making reactions and I think a few other boulder consuming Warlock reactions/workshops don't seem to respect economic stone. I almost made a gargoyle out of 15 hematite boulders, before I noticed and stopped the reaction.
-The potion brewing reactions in the alchemy building just brew a drink normally, they're not specific to the type of mushroom at all.
-The value requirement for the Overlord tomb is a little weird in that it wasn't enough to just have a Grand Mausoleum, I had to get some extra value even past that to fulfill it.
-It's a bit weird that Crypt Lords have room requirements and such, but you can also just assign a skeleton to be a Crypt Lord so they'll never actually complain about it. It also makes me wonder whether you can assign a skeleton to be a very demanding noble position like an Overlord in order to skimp on building expensive rooms.