4.30 star(s) 7 Votes

Toonzie

Member
May 23, 2019
173
57
So far, it seems that everybody is a girl in this world. Dildos, strapons, butt plugs and aphodisiac gases are rather widespread.
Things might change in the future versions, but probably to the direction of having more contraptions.
Well... I can only hope. Thanks for the heads up, mate! (y)
 

WitheredTulip

Newbie
Jun 19, 2022
91
68
That's a bug unfortunately, I accidentally flipped the pathfinding when removing a building. So if you were to build on impassible terrain, it will get passable after demolition. Will be fixed next version, and of course reloading fixes it as well.


Coincidentally, I'm working on the filters now due to popular demand. The groups are indeed not working correctly, but it should be fixed soon.
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Is it too much to ask for a "sort by stat"? At least "sort by compliance" more than anything!


Also, later in the game fighting becomes tedious. Not because the system is poor, but because fighting enemies several levels below you is just boring. Any chance we could get a "Skip Battle" button for when the player party's median level is 15 higher than the enemy party's highest level?
in my experience, it's only fights that i'm over 15 levels above that are truly boring.

Finally, perhaps an "Unequip All" for when looking at a unit's inventory? Would make it easier to improve their gear/salvage stuff before releasing low levels.
 
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Madodev

Erodev
Game Developer
Mar 30, 2023
301
996
Is it too much to ask for a "sort by stat"? At least "sort by compliance" more than anything!

Finally, perhaps an "Unequip All" for when looking at a unit's inventory? Would make it easier to improve their gear/salvage stuff before releasing low levels.
These things are all coming soon in the latest version.
Screenshot 2025-02-17 163304.png Screenshot 2025-02-16 160601.png

Here's a devlog about it:
 
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WitheredTulip

Newbie
Jun 19, 2022
91
68
That gets fixed in the next version, Heal and Group Heal get split up, and there will never be a reason to use a lower tier move in general.
Originally you could downcast moves, but it made the combat UI a complete mess.
There's a level 13 Mage Skill, 'Arcane Greatshield' (iirc) that would add a shield absorbing 10 damage (15/20 for t2) to the two front units. At level 23, it gets replaced by Mage Shield, which only adds a shield to the user + a defense boost. It's obviously less useful because the targetting is drastically different; it went from supporting your entire frontline to being on a unit that rarely gets hit.
(0.1.1)

seems to be handled in 0.1.3?
 
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Madodev

Erodev
Game Developer
Mar 30, 2023
301
996
Madodev
Any plans for pregnancy/breeding/ birthing/ selective breeding/ Kwisatz Haderach ?
Selective breeding is already in the game. Here's a merging of Ratkin and Wolfgirl genes to make the ultimate biter.
1740598303670.png

Colonization and slavery simulator, sounds like EU/Vicky. My kind of game.
Soon there'll be notfiication flags so it's even more like EU4
1740598388852.png
 

Madodev

Erodev
Game Developer
Mar 30, 2023
301
996
And the new update is out. It should cover most of the QoL suggestions made in this thread. At least selecting a party and handling buildings is no longer painful for mid-to-large size colonies.
 
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flannan

Engaged Member
Dec 15, 2022
2,533
2,569
And the new update is out. It should cover most of the QoL suggestions made in this thread. At least selecting a party and handling buildings is no longer painful for mid-to-large size colonies.
Thank you. My feedback/bugreports:
  • Steel mill I and mana enricher I want to be near iron mine 1 and mana generator 1. But they do not recognize the ones I have, and do not recognize their tier 2 versions either.
  • On leather harvester II, leather production with wolf-girls isn't actually any better than without them. Unlike sheepgirls, who are now properly growing wool without the need for leather.
  • After the battle, my warriors often forget to put on the gear that has been removed. I am not sure if that is how it should be.
  • I am looking forward to not needing whole streets of gear producers.
  • Since outposts only "look" in straight lines, the game encourages to arrange them around the perimeter, and then clear out any unrest within the city "walls". This is nice. Shrines having just some of their squares cleared out don't look very good, though, and it would require some strategic fighting to make it look right.
  • Outside of city "walls", each production point can be simply covered by an outpost that covers its square. But it depends on ability to build an outpost in such a dangerous zone (or a few squares away from it, as outposts can reach into zones too dangerous for them). Not sure if that is how it was supposed to be, but I can work with that.
  • Roads are nice, but pathfinding still doesn't consider how good the road is, so they don't attempt to use them. They don't consider how dangerous the terrain is either, so I occasionally find myself in battles I did not expect. But I still somehow managed to prevail against enemies which were 10-20 levels higher.
  • Wolfkin's "wild shape" restores their health to maximum, but this is not properly reflected on their health bar, until something else changes it. It can be confusing.
 
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4.30 star(s) 7 Votes