Definitely seems to be going better now (though I've had three game-ending bugs in a row*
). Still have no idea how to get more workers, heh. Blundering my way around town management, too... can sorta' guess what everything does, but it's hard to figure out how to just make the ruddy things give me more gold, ha. Also not quite sure what's going on with the construction cost/production things in the building descriptions... they seem to be identical, so I'm not sure if that means that once built they'll start outputting what was put into them or what. And... is there a way to delete/remove armies? I end up with regimentless ones laying around fairly often and it's somewhat annoying, heh.
Sorta' bug... researched (minor) golems again, but I wasn't given a base golem regiment to recruit (ala starting... sorcerers, I think? The 2 granite recruit cost ones.) and trying to make a plain regiment via create new regiment spits out "Construct customization not yet implemented." and doesn't give me any golems. E: I've just noticed there seems to be a similar problem(?) with minor necromancy -- research is complete, but I don't have skeletons/zombies to recruit. Bit different in that they're not even showing up as a new regiment type option, unlike the golems, though.
Also, are grey oozes supposed to be completely free? No cost, no upkeep. They're kinda' puny, but when you can build several dozen and drown the world in slime, well..
Current thought is that it'd be
really nice if you could just set a follower (or group of them) to keep exploring a dungeon, so you don't have to constantly reassign them once their fatigue is over.**
Also, with regiment transfer between, being able to move multiple ones at once would be very nice. Shift or ctrl-click functionality, or at least a transfer all command. When you've got a bunch of slimes (or skeletons, or whatever) you want to move from new recruits to a proper army it would save a
lot of clicks.
*That I forgot to properly document, which is a bit of a "my bad". Still, rough memory wise, first was... I forget, I think just a regular messageless CtD? Second was a hard hang going into a battle, caused by I don't know what and couldn't find logging etc. saying anything notable. Battle engine flatlined on CPU use and the unity window wouldn't respond, so I had to kill it, which caused the world map et al to turn unresponsive.
Last was an error on turn end/processing that made the game uncontinuable (end turn button stopped working after I tried to continue past the error) that said... something about dungeon.site, I think?
E2: Also have noticed that if I have more than 6 followers, I can't seem to scroll down to see the rest. Scroll bar moves, but the displayed followers don't change.
And... just got an event message about a party of adventurers forming in one of my cities. Message says I should hire them before they scoot, but I have no clue how to actually
do that. I'd like to, but...
E3:** Speaking of that, if you're not already considering it, an option to group up followers would be pretty helpful for minion management. As an example, most of my kinda' useless followers (the various martials with no command/training/etc., and so on) I've just been using as dungeon fodder. Being able to give 'em commands en masse would save hella' mouse clicks.
E4: Also, optimization thing... when the game's not focused (i.e. you have it in the background while you're typing on a forum :V) it really should not eat CPU if at all possible. Game's using about half my CPU power, which can cause heating/performance/etc. issues over a prolonged period, and being able to just minimize/do something else for a while without that resource use happening would be quite nice. I can do it manually by suspending the process (via process explorer), but I'm not sure how much problems that would cause -- quick test showed the game came back from a short suspend without much trouble, but I know doing that can cause things to go funny with some programs. Much better to have that functionality native to the program, yeah.
E5: Made it over a hundred turns, ahaha! Couple things I've noticed for consideration for future implementation, if it's not already thought of: Flagging a resource (jewelery, ferex) for automatic selling on the market would save a
tremendous amount of clicking, which would be good. Similarly, an option when building stuff (in town or tower) to automatically buy (and maybe calculate the gold cost for you of) needed resources on the market would also cut out a huge number of clicks. Related, having an indicator inside the market of how much of a resource
you have (for ease of selling) would be very useful. Displaying the
income for resources (lumber mills, jewelery shops, enchanted gardens, etc.) inside the resource menu (or somewhere else, not really something you need to be terribly picky about) would be nice, too.
E6: Aannndd last edit before I go to sleep. Just checking, but the city-targeted spells (e.g. Scales of Justice) aren't implemented yet, right? Was trying to cast them, but nothing was happening -- could get into the target selection part, but when I clicked on one of my cities it just did... nothing. No mana drain, no effect on the city, no error, just nada. Figured it just wasn't in yet, but just to be sure...
E7: Ah, finally hit the game ending bug. Made it to turn 233 this time, though! Fully developed wizard tower (mystic furnaces apparently completely negate gold issues :V), looked like I was getting close to researching everything that didn't say TODO, conquered and fully developed four cities... good stuff, really. Error* popped up on turn processing, continuing just leaves me with a non-functioning end turn button, so good night, sweet... alchemist? Yeah, ooze pile, it was an alchemist. Which doesn't seem to be able to do the material transmutation yet? Doesn't really matter once you get mystic furnaces** up, but it would have been pretty nice beforehand, since I was consistently drowning in mana just about the whole time.
*... which I have apparently lost. Seems like I copied over the error details while typing, and there doesn't seem to be a way to retrieve it >_<
Is the program logging these things somewhere outside the main game folder?
** Seriously though, 30+ gold/turn per furnace, selling the apparently currently otherwise-useless eternal flames on the market.
One of them outperformed my four cities (including the jewelry production that was in all four! Think they were putting out somewhere between 18 and 28 (8.8 + 1-2 jewelry/turn)) in gold production. And the tower ended up having
three.