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  1. 2 points


    What's the current take on keeping the wood production chain sustained? I get that, initially, cutting down forests will have the benefit of opening up building spots. But mid game latest, a solution for the dwindeling number of trees will be needed. Maybe a god power, "seedlings" or such. Or tree farms? New funeral options where the dead are buried under a tree sapling? Each birth of a nugget is commemorated by planting one or several trees?
  2. 2 points
    Kickstarter boosts your nugget strength and speed, but it has nothing to do with traits. When your nuggets develop different traits, their kids will inherit those traits. So if your nugget has a trait called "lazy". His kids, are going to have the same traits as well and therefore your whole civilization can end up being lazy. You can fix it by connecting the nugget with a lazy trait to the nugget with a hardworking trait. This way the kids will have 50% / 50% chance to inherit either parent trait.
  3. 2 points

    Sign the petition!

    I mirror the sentiment and agree, but why the clickbait title and post in the wrong subforum? *boggles*
  4. 2 points
    Hey guys, sorry for the delay. We just returned from E3. I will be checking all the feedback over the weekend. I have to catch up here with some things today!
  5. 2 points
    What really is missing, is the "feeling" of playing a god game, literally. I'd say the current foundation of the game is fine, but all the managing aspects have to be driven/ruled by the godly gameplay. Every god game is a rts, but not every rts is a god game. The idea of having different kinds of "faith", similiar to Fable's approach of gathering experience. Energy production is a good example: When choosing the wind turbine we could get "eco-faith", because the nuggets understand it as a "green" technology, which does not harm anyone. Therefor we can use that faith for "eco/good god powers" only and/or progress towards being an "eco god". When choosing the kinetic generator we could get "grey-faith", because the nuggets understand it as a technology, which does not really harm anyone, but they aren't happy about it either. Therefor we can use that faith for "grey/neutral god powers" only and/or progress towards being a "grey god". When using the gas plants we could get "issue-faith", because the nuggets understand it as a problematic technology, which harms the nuggets and the motherplanet. Therefor we can use that faith for "Issue/bad god powers" only and/or progress towards being an "issue-god". So it somehow depends on our research choices, ofc (Again, we can't just be "a" god.) and the way the nuggets understand them and then generate faith accordingly. And becasue of that I think we need a far more "complicated" and "far-reaching" tech tree,heh. Mooar choices! The god quests could be modified in the same way, so that the players/gods in fact experience the result of their choices and get the "rewards" accordingly.
  6. 2 points


    You will have a way to regrow trees with the god power
  7. 1 point
    Lissa Gloom

    Sign the petition!

    Firstly, there's no petition. Sorry to disappoint. But before you wander off all sad like I want to say CONGRATULATIONS! to every single member of the crytivo crew. Every one of you have done a simply amazing job bringing your vision to life. It's beyond amazing, to see how much hard work, dedication and love has gone into not only the universim itself but everything that has come out of it. Even the company itself has come so far since I joined the forums roughly 2 years ago. so again, congratulations. Second I want to give you my sincerest thanks. This game has given me something to wait for, something to look forward to and endless hours of enjoyment in a harder part of my life and I bet I'm not the only one. But not only that, throughout all the work you've been doing you've always kept your backers and your fans at the heart of everything. With the way mainstream gaming has changed, it's great to feel like I'm valued and listened to. It's far more than I ever expected when I first sank money into it. (I regret /only/ spending $300 xP) Lastly I want to say good luck. With such a huge milestone coming up I know you're all working your absolute butts off to get the game to a whole new level and I can't wait! I have complete faith in all of you and I just wanted to put it out there to remind you that you are appreciated and loved (not in the creepy way... Probably). If anyone else feels the same you should definitely leave a comment for the team to see. No advice or suggestions. Just words of encouragement and support. Love, (I /promise/ not in the creepy way) Lissa <3
  8. 1 point
    GREETINGS, CREATORS! We hope you had an amazing E3 and took some time to digest all of the delicious game reveals and new info pouring out from its doors. While you were enjoying the show, our team was hard at work developing new features and coming up with crazy design ideas for The Universim. Today, we would like to talk about a feature you’ve been requesting for ages - Exile Villages Exile Villages will pop up around the planet. These villages will grow alongside your own, eventually threatening and attacking your civilization. We think these villages offer an amazing opportunity to test your Creator Powers. However, you may want to refrain from rushing out to wipe them off of the face of the planet, as they could also offer you something very valuable. Exile Villages will be formed by Nuggets who have lost faith in you. Certain actions or a lack thereof might cause Nuggets in need to become frustrated and leave. Of course, there will be situations where their demands are completely ridiculous, so it’s almost impossible to please everyone. There could even come a time when you must choose between helping one Nugget or another. Every Exile Village will have its own population, threat level, and evolution progress, which you can reveal by clicking on them. They will contact your civilization’s leaders with demands or trade offers as time goes by. Refusing or ignoring these messages will, as you can likely guess, end in conflict. Our design philosophy with The Universim is to give you as much choice as possible, ensuring you have the ability to decide the outcome of almost any situation, either by ignoring it or taking control. We want you to decide how much you engage with and influence the world. We know that many of you enjoy the micromanagement aspects of the game, while others prefer to lean back and watch over their civilization as a silent observer. Exile Villages will be making their way into the game sometime after the Steam Release. Please let us know your thoughts on the new system. What kind of interactions would you like to see? Do you have some cool ideas you’d like to share? Don’t be afraid to drop us a comment! WHILE WE HAVE YOU HERE We have plans to begin releasing regular video updates in the future where Alex Koshelkov (founder) or Sasha Shumski (our producer) will talk about recent changes to the game and general news about Crytivo. These videos will be titled the Crytivo Digest, and we will publish them on our YouTube channel. Subscribe to the channel to never miss an update! GOBLINS OF ELDERSTONE Our friends over at Lost Goblin released a great little game a while ago, and they’ve been working hard on tuning the game’s systems and fixing pesky bugs. Goblins of Elderstone is the best it’s ever been, but we need your help to make it even better. We have created forums where you can share your feedback and ideas for the game. The game had a bit of a rough launch on Steam due to a mix up with the Early Access label, so we need to help them recover. They will be adding a whole host of attractive features to entice new players and reward current fans, so be sure to throw your thoughts in as well on what you think should be added. You can check out some videos here to get an idea of how the game plays. We will also be giving away game keys to the most active community members who play the game and offer feedback.Explore the forums here. WANT YOUR NAME TO BE FEATURED IN THE UNIVERSIM? Just a friendly reminder that everyone who purchases The Universim from the Crytivo Store prior to August 28 will get their name in the game on the backer list monument, available for all to admire. We will begin sending surveys out very soon that will ask for the name you want to add (we want to get the spelling and details right). Read more about this at: https://theuniversim.com/something-special-for-our-supporters Oh, and FYI, if you purchase the game from the Crytivo Store any time before the Steam launch, you will also receive a Steam key on 28 August. IMMORTALIZE YOURSELF FOREVER BY FOLLOWING THIS LINK. Don’t forget to sign-up here for our future updates and giveaways. Follow our Twitter and Facebook for day-to-day updates. All the best, The Crytivo Crew Article Link: https://crytivo.com/en/news/tu-exile-villages
  9. 1 point

    Welcome! Please Read

    Welcome goblins and goblettes! This forum is the place where you can ask the developers questions, give feedback and make suggestions, all while building a strong community around this great city-builder. Together, we can make it even more amazing. As always, be courteous and respectful when posting. Constructive criticism need not be harsh. I can speak from experience that the developers are as passionate about the game as we, the players, are about playing and enjoying it. We are One. We are Legion. We are Clan!
  10. 1 point

    Welcome! Please Read

    Can we get this "Pinned"?
  11. 1 point
    No, I just got really lucky and built a bunch of stuff before the first winter... and for some reason the very first spring I had 5 babies born so that was a huge boost to manpower.... I mean goblinpower. :-D
  12. 1 point

    Dump of bugs

    Can confirm the following bugs from my playthroughs: birch shadows, dirt texture on well, godmail not responding when quest to find nuggetling fails or is completed, nuggetling can spawn literally anywhere on the planet, fishing boats flip upside down often, white square shows up near water. I'd like to add also that telekinesis also causes the white square when dropping dead bodies over the water. Also, telekinesis is getting stuck in that it sometimes fails to notice that it's still holding a nugget and the ability has to be recast to drop them.
  13. 1 point
    I absolutely agree about adding arrows. I honestly cannot tell which way some are facing which is frustrating. Winter lasts too long for how deadly skeletons are. In the game's odd time, it should be 1 year at most. (Seriously, what's with the seasons?) Agreed on edge scrolling. Notifications need a lot of work to help prevent deaths, particularly from freezing. I can't see a way to stop starvation when there's no way to force feed them with the massive stockpile of food you have that they flatout ignore. I'd love to see how the trade building lets me micromanage peon's jobs but I just can't get far enough to test it. Once the game receives a fix to these issues I'll be able to proceed in testing but until then I will test what I have and continue taking notes.
  14. 1 point
    Lissa Gloom

    Sign the petition!

    Oh, that's easy. 4am.
  15. 1 point
    I'm not as experienced in this genre as SnorlaxRae is, but I've played enough to know what I'm doing and enjoy the games. My first play-through lasted about 40 minutes and I had to end it and restart a new game as I hit a game breaking bug (see my post in Bug and Issue Reports). My first opinion without holding anything back is: Was there any kind of QA involved in this process yet? I really want this game to be successful and for the devs to do great things with it, but my first playthrough is really bringing me down. Good: I think this goblin point of view could be rather amusing and enjoyable to play. It reminds me a lot of World Of Warcraft, but GoE seems to be aimed more towards being cute and cuddly. (which isn't a bad thing) The goblins have some cool outfits that help make them standout and you can tell what kind of role they are assigned to. I don't know why, but I really like the bridges between the buildings! It's cool to have these little bridges instead of the usual dirt path connecting buildings. It reminded me of an Ewok village. The art style is definitely unique and will make this game standout from other games in this genre. Bad: (I understand this game is in very early development) Tutorial is lacking a lot. They start you off building four or five buildings and that's it. This isn't a huge deal because most Early Access games are the same way, but it's still mentionable. Some minor bugs here and there, but encountering a game-breaking bug in my first playthrough is not promising. This is just my first impression and will continue playing because I feel this game can be something. It has the potential and I hope the devs continue improving and adding to it!
  16. 1 point
    Let me preface this post with my experience in the RTS/Simulation/City-builder genre to show the games that I am comparing GoE at its core to: Warcraft, Anno, Banished, Rimworld, Age of Empires, Civilization, the entire Impressions Games series (Pharaoh, Cleopatra, Caesar, etc), Sim City, Cities: Skylines, and Tropico. I want to be clear that I absolutely want to love this game. I see the massive potential it has. But, in its current state (and I understand that it is early in its development), I can only give it a 4/10 after my first six games. It is, sadly, below average with the features and management in the game right now. I may seem like I'm nitpicking on some things but I would rather point them out with the hope of making GoE stand out on the market than to let it fall short of its potential. So, in no particular order or importance, here are some of the things I noticed: At tribe creation it's very hard to see the names of the goblins with white text over light gray background. It's not clear at the start of a new map that the first thing you click on is where the campfire will place itself. My first game my campfire ended up placed in a lake making it so I needed to restart. Out of six games (not including the first failed attempt), I was unable to build a watch tower before winter. Subsequently, I lost half or more of my goblins during the winter to unstoppable skeletons that no one seemed to be able to fight against. Skeletons are incredibly overpowered. I understand there's supposed to be a challenge but even in a Low risk area, I survived the first winter once out of six. That's much too hard and frustrating. The one game I did survive to the second winter on I was met with not just two skeletons, as I had the following winter, but a horde of five or so that wiped out the entire population. The AI does not prioritize survival. I had several peons starve to death with tons of berries available. The Goblins are very weak and die easily, even when they do try to survive. This peon died from cold while getting warm, The newsfeed gives useless information. Knowing who has gone to bed/woken up doesn't seem necessary to gameplay. There is more that I wanted to bring up but don't have the time to add currently. I'll add it in a follow up post but I wanted to get to the things I do like before I go. Art style. It's very unique. Goblin design. They're very adorkable and endearing. Building designs. Simple yet fitting for goblins. The prospect of Diplomacy with other races. Depending on its implementation it could really give GoE a leg up. As I said, I want to love GoE and as it stands, I really like it and I want to give it all the support I can. ~Rae
  17. 1 point
    · During tutorial play, when it says to build a building (Grand Hall, Storage Hut, etc.) the Build icon in the lower right should be highlighted or flashing and also the tab where the building is located to make it easier for folks playing for the first time to find. · In information panel at top left of screen (where it shows population, growth, and peons) make an option where if you click on total population a list of all goblins pops up and if you click on peons a list of peons comes up. · When placing some buildings, such as Watch Tower, have an arrow pointing which direction the building is focused towards. Another example is the Woodcutters Hut, have an arrow pointing which direction the door is facing. · Have an option to turn off/on edge scrolling. · Why is it set that each season is a game year? Why not have four seasons equal a year like in real life? (just saw that winter is 2 years!?!) · The tutorial never says how to keep goblins from freezing to death. Was playing along and noticed that I just had three goblins freeze to death. Tutorial should also talk about how/why to use the “Move to Campfire” button. · Explain what the progress bar above the goblins is. I have one goblin that is walking around being idle, yet he has a progress bar floating above him. No idea what the bar is for, but it is slowly being depleted. · The text on some info lines are too small to read (@1920x1080) Have a notification pop up that says when your goblins are almost dead due to freezing, instead of just the little text line in the bottom left hand corner that says a goblin froze to death (too late to do anything about it then). Make it more obvious so you don’t lose almost all of your goblins.
  18. 1 point

    Love Tower Not Rebuilding

    Sometimes building like the Godmail building and the Love Tower don't build where you would like them to, throwing off your whole city so when I see them building where I don't want them, I cancel them. In the case of Godmail, it'll automatically try to rebuild itself somewhere else. You can keep cancelling it and it'll just keep coming back in a different location. Not so with the Love Tower. If you cancel it, it's gone. It never tries to rebuild itself. I like the tower. I just did not like where it wanted to build at first. My suggestion going forward would be to give the player the ability to choose where those buildings go so we don't have to settle for bad placement or cancelling repeatedly and hoping to get the spot desired.
  19. 1 point
    As I understood Le Cupidon was a fix to a breeding issue in earlier development. As it's nigh impossible to tell who still needs to fall in love, what purpose will it serve going forward?
  20. 1 point
    We already implemented the ability to construct buildings by using the telekinesis god power. So similar to how in black and white you could grab trees etc and use the resources to build buildings, we have the same approach. So initially you will have for example Telekenesis, Le Cupidon + Rejuvenile god powers unlocked. As you will get stronger, you will get the ability to unlock powers that will allow you to create oceans, plot trees etc.
  21. 1 point
    After playing several games I've come up with a handful of features that would make the game much more intuitive and enjoyable. The Esc key at the moment does not intuitively close certain windows that would be expected, such as the yearly report. The ability to prioritize which buildings are built first so that materials are shipped to the correct site would be wonderful. Being told who is cold would be very useful to know to prevent goblins from freezing to death. Better control over food distribution as goblins don't seem to prioritize survival over other tasks. I'm sure I'll come up with more but for now, these are what I felt were most important to suggest.
  22. 1 point
    B&W/B&W2 is an inspiration for any god game, black and white 1 had building mechanics, plop a few huts and they'll love you for sure. Black and white 2 evolved it more, more build elements and opened up to the rts portion, place spikes/skulls and the like fostered the path along the world is going to destruct so rise my minions vs planting flowers and lovey hold my hand lets skip throughout the forest type. but in terms of universim, the current way the game is now can be opened up during the medieval part after stone age, god powers start coming to the forefront when the Nug's are aware/or feel presence of something is *out* there, thus opens up your god powers albeit limited but growing. in the stone age i believe it would be early days for the god to be active in their lives, rather they wouldnt have the idea of a god concept, remember fire to the neanderthals.. in most iterations fire is... oohh bad joojoo.. so as a god *player* stone age is mainly i think catering to develop the Nug's into their own civilisation and when you start going over into the medieval age, the evo tower's first research could be "adehy is seeing visions, prove you exist or not.." could branch into either more faith from showing you exist, the god essentially is real lets pray quick build it a temple (which keeps the god game alive), or let the Nug's think adehy is crazy and receive slower faith build, which leads into the rts portion people love playing. this is my take hope it helps
  23. 1 point
    To continue the brainstorming flow... I believe it is really important to give the player the power to choose if he or she wants a connection to the nuggets or not. Some may prefer a gameplay like a rts builder and that's fine. Some others prefer a direct contact to nuggets. Maybe some prefer the nuggets to do nothing else than praying at the altar while god takes care of every other aspect. Some others want to set up things and let the nuggets do their thing and observe. For example (yes B&W reference but this game is great): building... god could build buildings or leave it up to the nuggets. if he decides to build he (or she) gains faith from the nuggets. resource harvesting.... god could harvest resources or leave it up to the nuggets. if he (or she) decides to harvest resources it should generate faith. food harvesting from fields or bushes... the same... protecting the nuggets from wild animals or natural desasters... god should not feel like an option in this game for all playstiles. granted. some prefer to watch and place buildings but some prefer a divine gameplay in which god matters more than a guard tower or a bunker. both should be possible to please both playstyles so the player can choose between being a watching or an active god. For the faith system... an active god should be able to generate faith trough actions or at least should have free basic interactions like picking up resources to generate faith faster. There could be an temple upgrade to decide which way you want to go as god. more active or more observing. which also could affect prayer. a "observing" god could get different prayers than a active god...
  24. 1 point
    Just for clarification, it sounds like the three electricity generation methods will be exclusive? As in, you can only select one of the three. If that's the case, my thoughts are that it shouldn't be exclusive. Or at the very least, the exclusivity should be a line drawn between renewable and non-renewable energies.
  25. 1 point
    I would love to personalize my experience as a god and to have the nuggets react to my presence in their lives. I hate to bring up Black & White but it did have some great ideas on how to implement god abilities. I wasn't a fan of the animal avatar pet thing but having a holy building for prayer that will give you your god quests (love the GodMail lol) would be good. Above all I want to feel like a god. I want to feel like I'm really interacting with my followers and guiding their advancement until one day they leave the planet and carry my influence to other worlds. There are a ton of city builders/rts games on the market but the last god games of any repute is Lionhead's B&W games and Maxis' Spore. Nothing has been as good or captured the feeling of being a god but it had fluff and issues of its own that Universim has avoided so far. I really love this game. I've loved it since I ran the demo and saw what the engine was capable of. There's a huge void in this niche and I see this game being heralded as one of the best indies and likely, the best god game ever. [ /ramble off ]
  26. 1 point
    1) So the self build good bad building from the nuggets will be gone? What a pity. I liked it somehow. But yes it had no real meaning. maybe you can recycle it or some parts as sacrifice altar or shrine of life. 2) good decision. but i would use the altar as main prayer collector. but not with a gmail user interface called godmail. I'd spawn nuggets there that pray to god and you can click them to hear their prayer. maybe indicated trough thinking bubbles or something else. feels more natural than a inbox for prayers. As I said... i think basic god interactions like resource collecting should be really cheap or free. maybe even generate new belief trough your actions. for example... if you collect wood and put it down near a nugget you should gain belief. or [new mechanic] if you had the ability to use those resources directly to build buildings. In this case you have direct control over the progress and faith generation beside a temple. If you do more for your nuggets they have more time to pray. If you do less for them they don't have time to pray but you can simply watch them caring for themselves...
  27. 1 point
    So it would be interesting to know if a temple or prayer enclave thing is introduced in the new faith system. maybe in addition with a sacrifice altar. I'll repeat myself from the other topic... I think a guidance is needed to give the player a kind of godly tutorial. You should start as a some kind of weak god and get stronger while your civilization grows and the faith in you grows trough prayer. This is a organic development in my opinion. The problem I have is the inability to choose whether I want to care about a problem myself or give the nuggets the opportunity to care for themselves. If a Nugget has faith in a god he or she would not create a bunker for shelter unless told so by god in my opinion. But if god decides to shelter and protect the nuggets in a different way let's say in a temple that protects in a specified area from natural desasters and wild animals... or a godly shield or something else... i have the ability to choose. even to be cruel if i decide so. but that would be too complex maybe... but the thing with broken faith is a interesting view. if god speaks "i'll protect you" and fails... faith in god is lost. Nuggets should pray and the first faith can unlock simple godly powers like resource picking and heal. which should be really cheap or even free... discussion about finetuning is too early. maybe the first godly quest could introduce you to new godly powers. story driven research maybe. i once made the joke about elu wanting a new haircut and yells to adahy in their bed. And he desperately prays to god to build a hair salon or to kill elu.
  28. 1 point
    Well, it's somehow human nature to deal with sensitive issues in a satirical / humorous way. But since it's a very present and also very delicate "global situation" with many different opinions of people who are affected by it or not, I'd rather suggest to avoid these, eventhough I like that,heh. Also if you don't want to have a split community with members *accusing each other of being ignorant*... Anyway, I'm not affected, so my point of view may be different...
  29. 1 point
    Upgrading the Epicenter doesn't add new research items that I am aware of. Once you've researched everything, that is all to research for now. As more content is added, more research items will be added to the game. Currently, the Medieval era is what the game is up to
  30. 1 point
    Lissa Gloom

    Research Prototype Panel

    Similar to Fable's concept where some spells were only accessible if you were good or evil? If so I don't think that would fit particularly with this type of game personally.
  31. 1 point
    Yeah Goldmos, I've always liked the idea of letting the nuggets have more abilities to handle things on their own. Saw someone ask about having the nuggets do more of their own building choices instead of just the Hut. More of a teach them how to do something and then let them do it themselves. But I don't get to vote on this... so need all you Creators to make your voices heard.
  32. 1 point

    Design, Whats after pre-alpha?

    The Design team consists of two people Susanna and myself and we wanted to share a few things with you now that PA is out that might help with some of the issues on the design side of the house. Everything you do in the game right now was designed for Pre-Alpha, every major system, IE Farming, Skills Tree, etc will re-evaluated and properly updated a section at a time. So if you are seeing something gameplay right now that is not the final game version, it was the Pre-Alpha version, so no worries! It will have a big update as we go along. The idea in PA was to give you something to do and let you roam around in your new world and give you a little look into the future. The PA was designed really for 20 minutes and after that, things are going to start to fall apart as the AI and other systems are simply not balanced past that as none of the actual gameplay, true gameplay, is actually in the game currently. We did not want to spend hours and hours balancing a game for hours of gameplay when we would have to tear it all back out as we put new stuff in. Most things are at a set base number, which obviously doesn’t work well. So whats coming up! That’s the most important question right!! Most people in the game design world have what is called the “Whiteboard” It’s seriously a whiteboard with sticky notes on it that you slide around with your tasks and its used in SCRUMS. These are the tasks and their order currently however, I can say the order moves around very often. These will be your updates as we move along. They will be in chunks. So If we say update 5.3 is coming out, you will actually know what it is. And you can freak out. Because I know we will be! Note: Unlike PA these design systems will be very close to the final version, they will need to be tested and when you have them in your hands we will have spent a large amount of time testing them ahead of time. So when you play them, you should be getting a good product in your hand. Also Note: Many systems of course work with other systems so, you might get to see something over the horizon but that might not be functional yet and we will let you know in our release notes. So what is the list!!! 1. Resources 1.1 Minerals , distribution and mining 1.2 Plants and Farming (UI, functions) 1.3 Forestry 1.4 UI updates from newest systems 2. Research Tree + Upgrades 2.1 Complete skills from Start to Space Age 3. Animals 3.1 Creature Generator 3.2 Animal Loot Table 3.3 Sea Animals and Airborne animal Generation 3.4 Domestication 4. Nugget update 4.1 Stats update 4.2 Mating update 4.3 Job Assignments 4.4 UI updates 5. The Proving Grounds 5.1 Hunting 5.2 Trapping 5.3 Exploration 5.4 Defense 5.5 Upgrades 6. Exploration 6.1 Upgrades in travel IE Vehicles 6.2 Encounters 6.3 Discoveries 7. God Powers 7.1 Powers – UX 7.2 Events and Interventions 8. Space Exploration System basics 8.1 Telescope 8.2 Probes 8.3 Space Communications Center 9 Planet Health 9.1 Resources 9.2 Deduction System So finally, thanks for waiting for the PA and I am excited to send you some patch updates now, If you want to know which systems have the most traction right now. Systems 1.1 5 7 But again we will be focusing on one at a time, when updates come out from the design house. So look forward to talking to you in a bit and enjoy the PA! Peanut
  33. 0 points
    I agree with making winter way shorter, maybe half of a game-year due to the monsters being unbalanced. Side note: I assigned two goblins to my one watchtower during winter and they were able to defend the town for the most part and then had to rely on the Chief and/or King to finish them off completely. The problem with relying on King/Chief is that the walk at the same speed as the monsters so if my archers/town watch can't kill them right away, that means King/Chief has to chase the monster all over my village while the monster kills my people off one by one.
  34. 0 points

    My list of bugs

    I completely agree with you SnorlaxRae! We only bitch because we care! I am Beelzebub_75 #6335 on Discord and would be more than happy to talk too. One thing I noticed while playing is that the pathing of the goblins needs some serious attention. I noticed a lot of my goblins getting "stuck" walking around and having problems getting around buildings that were under construction. I have now found a good use for the "Move to Campfire" button, it helps to get my goblins unstuck! Lol In my last round of trying to make it through at least one round of seasons, I found that my goblins didn't bother getting warm and would freeze and/or they would ignore that they needed to eat or sleep. Therefore, once again, I lost all of my goblins. I was proud of my clan because they fought off 5 skeletons and one wraith, but sadly succumbed to forgetting to get warm and eat. Oh yeah, completely agree 125% that it should not have been released on Steam yet.