![]() Unless you provide at least a mockup and I get feedback from others as well, I don't see this happening.Īnd if "can't be bothered to use the Assign screen" is your biggest complaint, it kinda does not look like the issue is primarily with the UI. as a separate screen would be a new feature, one with a significant dev time overhead and no guarantee that the result would satisfy anyone. might be of use, if you elaborate further. you can easily change yourself, and seem to be personal preference. want a summary screen instead of rather than in addition to detailed management.ġ., 4.have a hangup with how 'assign' is not 'cages', despite being able to assign maidens and minions to non-cage buildings.hate the 'free captives' background, despite it doing exactly what you want from an 'at a glance' screen.save a click on the interaction screen to look at some yet unidentified statistic.pollute your building list with both active and inactive rooms by default.There is actually much more issues with lair UI than this, but this is the part that turning me off from investing too much time into managing harems.Ĭlick to expand.So to sum it up, you want to Then it will perfectly serve "judge by glance" purpose, which is should be the goal of, basically "end turn screen". ![]() The Info sceen can be much better if you get rid of all buiding managments here, leaving only hatcheries (and even then not by separate entity but by types, which I believe requires some rework of the building system) and giving general info of number of minions by type, cages total, empty cages, captives without cages status of traps (so player reminded to check other screens when needed) and maybe 3 closest births. Log in or register now.The fact that it's also called "assign" instead of "Cages" is also making it hard to remember to actually go into this screen, so for quite a while brain defaults to use Info screen instead of Assign screen even when you have enough cages available for everyone. You don't have permission to view the spoiler content. ![]() In fact, I was usually unhappy to see all these extra cows go to waste. I never had great issues with food while small. I, and several others, happen to like this part of the game. At leas early and mid-game, villages are never useless and provide you with all the basics: food, XP, loot and occasionally maidens.Īnd if you don't like grinding up a little dragon any more, there's the option to skip that stage. Or 'angry', if you want to hedge your bets against the starving horse, etc. When the price of failure is an endless knight loop or instant death, you can't afford to be careless, so you either consider your options carefully or savescum (and this time, it was a choice to do so).Įdit: I will also remark that there are quite a few tools to manage rage: either stock up on disposable girls for snacks and soothing sex (which is more midagame+ territory), sleep off some anger, or go raid a farm/small village when you hit 'furious'. Plus the sea if you started blue.Ī pet dragon running away a lot is quite 'realistic' and adds tension. And manage your minions and possibly a weak captive or two. Plus the occasional visit to stock up on goblins, turn in a quest or see the Witch. ![]() Click to expand.What two locations? There are legit reasons for even a tiny dragon to visit all of: a farmstead, a small village, hunt peddlers on the road, hunt farm animals, hunt forest animals and hunt stray dogs/goblins. ![]()
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