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Necroscourge

2
Posts
A member registered Aug 28, 2017

Recent community posts

Negatory to both.  I never save/load, and I am PC. If it's related to powers, it might be the parahuman causing structures. But I have been facing this bug quite regularly, to the point where I face it every game. 

Something that comes to mind about buildings is possibly to handle them as districts. Every city starts with say a Castle, Market, Slums; Lords will upgrade the districts that they think uphold their values. Peasant hate Crowded Slums, but Parahumans can live in them with a lesser chance of discovery. Likewise, the more Chapels, Constabularies, and "Light" focused builds there are, the less Parahumans can get around safely. Perhaps a city ride Crime rating, where Crime distracts from Parahuman activity? Kind of a ramble there. 

I like the idea of buildings being leveled on a pathway, but not so much the entire city. Because as a player, it feels like it can be too easy to just wait until you max out a level counter to strike. Where if all buildings had a 1,2,3 upgrade path; that's a far more uniform pathing, perhaps with a split at step 2 or 3. Like say the Mists, The basic site creates the fog and has the spread if broken ability. The second gives Teeth, and the third gives a choice of two or more different max upgrades. This way, I have have it built in every city yet still use them for different things. 

I guess my thinking there is Say a city just has 3-4 districts to begin with, and through a major project can build another. But for the most part just try to fill up the districts they have. The more overpopulation, the cheaper a new district is. Perhaps if you have a large parahuman population you can build their special districts? Perhaps if the lord is enshadowed, you can build really evil versions of buildings and vice versa? 

And thank you. I admit it's sort of a CK2 thing, but I like it because it gives me as a player more of an idea of what people do; and what I could potentially do to really strike at them. Hope that idea serves you well. 


All in all, good luck with the bug-squashing and I happily await the next build. 

I recently discovered this game, and saw it compared to a Clausewitz game which peaked my interest. I've been playing it all day, and I love how after awhile the players will shows directly on the game map through effects. 

Foremost I would love a topographical, more intrigue focused second game. I agree in that handling land as "provinces" is more suited for the AI to adapt and for the spirit of the game. Cities would be able to sprawl out, regional population could be tracked, and path-finding would be simplified. Then you can do things like have fishmen corsairs populating a region. 

Now onto the game we got. I can suggest building after building, but I find it so strange that cities fill up so quickly. I understand it's for balance reasons, but there may be a better way to handle it. For instance instead of having a static number of slots, every population thresh-hold grants and additional slot. When a population dies off, the building becomes "Abandoned" and stops working until the population booms enough to "Reclaim" it. I also would like it if the "normal people" buildings had long and extensive upgrade chains to keep the local peasants busy.

Species suggestions. I would love it if Vampire Enthralled slowly created Vampire Courtiers, which take up all of the mental intensive work in the local governments and banks; reducing the effects of evidence to the population. I'm also floating the idea of corpses being animated by the Shadow as "Puppets", they do tireless grunt work but are quite blatantly zombie slaves. 

Finally, Normal Lord Suggestions. I'm not sure what extent nobles launch projects or have their own timers, but right now the player see's the reflexes and policy of the Lords, but we don't hear much of their non-evil related exploits. Militarist nobles launching on hunts or embarking on heroism, Xenophilic lords establishing trade networks, etc. 

I found a handful of bugs in v13. Singular cities you enthralled become unresponsive, and cities seem to never recover from being sacked. A few UI elements are bulky for my taste, I wish there was a way to have all your enthralled vote the same way. 


Great work, looking forward to the next build.