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Sinreal

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22 Badges
Jan 30, 2013
11
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My first suggestion would be to add some hot-keys in for teleporting squads around for the sake of making it simpler and faster to move your units around, especially when you are trying to destroy the ladders before the heroes can use them. Second, I noticed that you cannot cancel a build/dig/raid action after it has been started (if I am wrong, please correct me. It doesn't show you how to, if it is even possible). That should be something to add in as well. Third, when playing multiplayer, it would be nice to have a standard skirmish with the 2 or more players fighting each other in their dungeons, able to raid and such. I also noticed that the units don't queue up when you tell multiple squads to eat at the kitchen or train in the training room. The squads after the first don't even react to the command. Also, they cancel their action to train or eat if armor or a weapon is equipped to them while they are on their way to the room/during the action. Fourth, I believe the spawn of an enemy upon opening certain chests should be removed. Normally, this happens when you are opening a chest to get treasures, and more often than not these rooms are out of the way and optional. It seems somewhat redundant to have the room full of hostiles, just to open the chest and find an even more difficult hostile appear out of nowhere. These are incredibly difficult to kill, at least when you first start off and open one of these rooms. Once you get to a certain point, it isn't difficult, but it would be redundant to go there in the first place because they prove no benefit other than an extra 25 treasures you could have easily gotten from a raid at a nearby town without loosing a single unit. Last, I think the idle worker Imps should wander around more instead of just sitting there. At least have them run away from the enemies when they are being attacked. Overall, the game is a little bit buggy here and there, and has a couple things that bug me about it, but it is still somewehat fun to play.
 
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I've just noticed that the heroes can also steal all of your gold from one treasure pit, even though one can only hold 50 gold each. Annoying when playing skirmish and they get to one of your several treasure pits, and suddenly you have absolutely no treasures. Speaking of which, treasures seem somewhat useless past getting the extra squads. Why make more than 3 treasure pits? That's all you need to get the max treasures to spend for the other squads, and also, why get treasures past then anyway? It's not like you need them for anything that I've noticed to be important. I should also note that this game is just generally tedious with the lack of AI in the game, constantly needing to micro-manage your squads of people to constantly eat because they have no AI to tell them to do so. It also annoys me that, when a squad or character runs across a barricade or a ladder, unless they are in patrol mode, they do absolutely nothing to try and remove it. They just stand there and stare at it until I tell them to do something with it. Speaking of the ladders, why are they there? You have a dungeon entrance, why don't they just use that? It is incredibly annoying to have random ladders appear throughout your dungeon and have to micro-manage your men to get rid of them, and then send them all back to the entrance to take care of the heroes entering the way that they should. Using the ladders also removes any reason to have anything at all defensible other than placing traps right at the entrance of any room. There is no reason not to have a dungeon set up in any reasonable way, because the ladders can literally appear anywhere that isn't technically considered a room, not to mention that the AI does absolutely nothing that you don't tell it to, and only the workers do any work in any room ever made in the game, even in the dive where you would expect creatures to go to gamble and relax. I also can't say how much I don't like the idea of a set room size, because it makes spacing your dungeon how you like it nearly impossible, because every room has their own set pathways and the walls are suddenly indestructible. I really wish that the game focused more on the management of an actual dungeon, not the management of each individual unit. The majority of this game is grinding to get enough resources to get enough squads to get through the grind of an escort mission or the grind of running through a dungeon to do the same thing 10 times, or to try to find the answer to a puzzle that you cannot figure out because it only tells you the hints once. The game is annoying, but I can somehow still find some enjoyment in this game.
 
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