I've noticed an mildly exploitable bug: the heroes available to be recruited are not kept as part of the save-state. Accordingly, if you don't like the batch of heroes presented to you, you can just save and reload to get new ones.
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I Really appreciate detailed feedback like this.
It's definitely something I'm aware of. For now if someone is willing to go through the hassle, they're welcome to it (It's probably just as easy to ship poor adventurers off to die with no gear in a lot of cases). Still I'll probably get around to shoring it up sooner or later.
Not sure if this is because I'm on an old version or not, but if I open the game and then change tabs battles continue to go on, but I never advance levels in the battle screen. I noticed when I woke up with 1400 scrap. 😅
I played around with this a bit. Levels seemed to increase for me even while in another tab. That said, there's always some quantum weirdness about out-of-focus browsers. Did you also notice abnormally high kill counts (more than 330) in the battleground when you came back? It's not unreasonable that you could have gotten 1400 scrap just from having a bunch of items in the queue to be collected and scrapped.
I've really enjoyed this game. The depth of play is just terrific. It's a bit slow to start, but once you've figured a few things out you realize how much opportunity there is for strategy and customization.
I realize and appreciate that this is a work in progress. I think it would be neat to see a bit more information available about combat in progress, perhaps after purchasing an upgrade in town. You can sit and watch to learn what abilities are common in the different areas, but a log of some sort or stats on the current monster would help inform how to outfit your heroes. Also, it took me a while to realize that the hero stats you can see only pertain to the hero you're *about* to send out, not any of the heroes currently questing. Perhaps the stats panel specifically on the Battle tab should pertain to the hero in combat for the selected area (like how the right-hand panel does).
Just wanted to follow up to say thanks for all the quality-of-life improvements, including addressing the ideas I mentioned above.
The interface is starting to feel really nice, like I was a militia's quartermaster or the mayor of some besieged village. I'd say the only thing missing is a bit of flavor text expressing a greater sense of objective and urgency—what really are we trying to accomplish in the woods, mountains, swamps, and ruins? Is there some specific lost artifact? Some Big Bad we aim to slay? Even if the goal is just to build an empire of scrap, seeing it put to opulent use might be fun, a la the various Dwarf Fortress megastructures: palaces, giant statues, even gateways to the Underworld if you're into that sort of thing.
You're totally right.
Endgame/story goals are something that have been on my mind a lot.
I have some superficial plans like achievements to hunt, a bestiary complete, a catalog of items to collect, speedruns or endurance runs . Also some more concrete ideas like adding a progressive boss rush, and boss battles to the end of each zone, as well as more advanced aspects of the town to work towards and use resources on.
Dwarf Fortress is hugely influential to me, I'd love to be able to cultivate something like that level of flavor and endless storytelling.
So far this is a great game with a decent amount of content already. I hope theirs still more to come. Would really love it if it was to make it on the the google play store too. keep it up man i think you have a winner here
EDIT: Im not sure if its a feature yet or not but if its not being able to hire more workers to get equipment would be nice. and upgrades, upgrades for everything.