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Messages - terheyden

#1
Re: persistent info window:

- select a colonist, then open the "health" pane, for example
- now click away or hit escape
- select another colonist

- in A15, it shows basic info about the second colonist
- in A16, now, the "health" pane is shown again

I agree, it is really annoying.
#2

  • "Create caravan" needs some love. I can see my colonists and all my stuff, but when I click on any of it, nothing happens. There should be some help text walking you through how to put together a caravan, and why you would do it. Even some error text like "you need to tame some animals first" would at least lead the player in the right direction
  • I would give your home base a different icon, or put your colony name under it or something. When you click "World" and the world pops up and a little blue house is there ... it looks really barren. It's not obvious that you need to click on the blue house to create a caravan, or even that the blue house represents you
#3

  • "Awful bedroom" - this is great, it's a lasting debuff that will keep players from stuffing colonists into tiny 2x1 bedrooms
  • "Wearing dead person's clothes" debuff - I feel like this falls in the "too much realism" category. It's bad enough that clothes get ripped to shreds during raids, but now the clothes have an everlasting "eww this was touched by a dead person" debuff? It's too much
  • When I capture a fallen enemy now, there's a note in the mouseOver: "Presumed guilty (expires in X hours)." What is that???
#4

  • I love the added descriptions and info messages, like, "[Item] is degrading due to not being under a roof," and "Will bleed to death in X."
  • The World screen is so incredibly cool. It's a real shame that it's difficult to render 100% of it, because when it pops up and 70% - 50% of it is blank ... it dampens the experience. I would either make players wait for the whole world to render, have the world render dynamically as the user is looking at it, or generate less up front so the user can really experience that earth-discovery-site-selection experience. This is really going to be a "wow" moment for the first-time player, I feel strongly that you should nail this. I also noticed the streamlined site selection and exploration process, and I think it's good - you merged some of the DF-ish inspections like the heat map, etc., and it totally works.
  • I'm really concerned about the construction and repairing skills being merged together in the Work pane. If anything, I would go in the other direction - the work skills desperately need finer tuning (i.e. break down into MORE buttons). For example, building roofs - because it's the last thing the building colonist decides to do, you have to build exactly one building at a time, and wait for them to build the roof, before assigning *any other* construction task. It SUCKS. Now I fear we'll have to do the same thing for repair - e.g., if there's a raid, I'll have to cancel all my pending work so builders focus solely on repairs first. Whereas before I just set repairs to 2 and construct to 3. (And I would really, really love to be able to set roofs to 2.) I know right now you have the "simple mode" with the green checkmarks and "advanced mode" with the numbers 1-4; perhaps there could be a 3rd mode. Or change the right-click to show an advanced menu instead of incrementing the number value?
  • Was there always a "kind" colonist attribute? I saw that pop up and thought it was a nice touch.

That's all for now, sorry I haven't gotten to make a caravan yet; I'll post more as I get to it.