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Yasbir

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A member registered Jun 13, 2022

Recent community posts

(1 edit)

Hi Heath,

while working on the translation palimach suggested* I collected a few questions and/or notes. Because there seems to be no PM option on itch.io (or I am unable to find it) I share them this way.

As you are working on the next update some things might be obsolete, so feel free to ignore my rambling where necessary, but maybe there is something you have missed.


Edit: (crossed out the points that have been adressed in V0.1)

  • Halving Diamonds and Hearts because of the bad weather event: Are uneven numbers rounded up or down? (How many Civilians do you gain when drawing a Heart 7?)
  • According to the description of the lumber camp it should be placed close to a river edge, because of its interaction with the Sawmill. But shouldn’t it be close to a forest? 
  • The carpenters' production is dependending on the sawmill. If it is damaged, does the carpenter produce 0 goods even when within 2 tiles of a marketplace?
  • In the same vein: When the Lumber camp is damaged the production of this little production chain (Lumber Camp - Saw Mill - Carpenter - Marketplace) drops from 6 to 0? 
  • The Fishmonger is producing either 1 good, if close to a fishery, or 2 goods if within range to a marketplace. Is the production summed up if both conditions are met?  Maybe there is a missing + in front of the 2.
  • Does upgrading a wall section count as building? (max. 2 upgrades per turn and no other building during this round)
  • In the Military section there is an inconsistency in the upkeep costs  For Militia Units the Upkeep is for every 5 recruits.
  • For the other units the upkeep is for every 5 units, which could lead to the following interpretation:
     5 Units of 10/120 Knights do cost 5 upkeep total.
     I don’t think that this is the intended upkeep cost.
  • The quick battle example talks about a wall perimeter of at least 22 walls. But a perimeter could be completed with less walls to grant the modifier for quick combat? 
  • According to the gatehouse rules there is no size minimum to complete a perimeter, just the size condition for gaining prestige. 
  • Turn based combat : The randomisation of the direction the invaders are coming from has two ‘east’ results (Diamonds and Spades) but no ‘west’.
  • Knights : Attacking does not end the turn for a knight unit. It may be useful to add this information to the unit profile in the Military section as there is no other mention of a special rule like that for the knights anywhere else.
  • Siege Weapons attacking walls are reducing their points. How many points does a wall have? Is it the same as their tier? So a tier 2 Wall is destroyed after the second hit?
  • What happens if you draw spade 10,J,Q,K when under 51 civilians. Do you draw a new card or do you ignore the draw and nothing happens this turn?
  • 5 Clubs - Can the weapon cache be saved for later or has it to be used when the card is revealed? Without a barracks it would be lost.


*Had been doing a translation for myself, but as there seems to be at least some interest I would share it with you. So far it is a unpolished mock up of the V0.08 but the content is complely translated, with some minor wording issues, where the text is still a bit rugged. But if you don't like it, nobody will ever see it. It is your game after all :-D

Thank you for the quick reply and the update. 

Now everything seems alright. 

I am looking forward to future developements.

I just stumbled over this subgenre of games and this one looks very interesting, especially as other players are sharing their villages, the all over resonance is quiet positive and the project is growing based on user feedback. 

There seems do be an issue with v0.07 - instead of the rules for quick and turn based combat there is a copy of page 15 (military) on page 13. 

I really like this little game so far, but how to fend off those raiders? 

My villagers want to know what they are paying taxes for when the footmen are just hanging around doing nothing :-)