--quest to reanimate dead builder as your unholy undead servant/reanimated mockery of life in the name of SCIENCE, able to build missing building but not very good company; freaks out others, reducing their activity. --other survivors actually eat from the storage in game+ and complain of being hungry if storage is empty. --fenced off boars that cant eat rats for a while become more agressive, venture underground, possibly becoming food to wyrms, causing them to cocoon up.
--Arcane/Lightning Ward, craft at upgraded alchemy station, has 5-15 hp, 2-3 damage, 5 cell range, ignores armor, can be placed from inventory, requires gold a quartz to craft. --hut visuals improves as population grows (number of survivors), better visuals if builder lives. --storehouse visuals upgraded when forge and workshop is built, better visuals if builder lives.
--friendly monster from alchemy flask (useable inventory item), craft in alchemy lab with meat and quartz: Reanimated Flesh, fast, dog-sized abomination of twisted arcane science, 15-25 hp, 2 damage, has 2-3 cell leap attack for 3 damage, loses health over time/has a lifetime duration, regains health/refreshes duration on kills (whichever is easier to code), gains nothing for rock monsters (inedible), after kills worth 10 hp mutates into: Flesh Golem, slower, no leap attack, 40-60 hp, 4 damage, 1 armor, after killing 15 hp (25 total) evolves into: Uncontrollable Abomination, 120-150 hp, 6-8 damage, no armor, 2cell attack range, hostile to EVERYTHING
--ever harder demon incursions in game++(+), adding a time limit to finish the game. --scuba diving with oxigen limit after getting enough tech and finding relevant npc on another island.
--female protagonist option, simply swap sprites with miner or rogue. --segment up the background and make it a bit more dinamic, turning it into lush fields behind wheet farms, grasslands with animals behind pens. --add a salvageable piece of technology from the crashed ship to progress after steel. --build spaceport on home island after recovering all tech from all islands; choose who to take with you into a new game+ on another planet. --trees, wildlife regrow less in darker hours, prevent sleep during daylight unless under 30-40% stamina. --summonable, short lived friendly monster from alchemy jar that helps fight. --periodical winter when fields, trees dont grow and animals grow/spawn at a reduced rate as a higher difficulty for game+. --wild animals destroying crops if left unkilled for too long and not fenced off, fence not protecting from rats(?), but keeping larger animals out that would eat them. --add hireable npc (from docks?) to keep culling animal population.
--craftable transformation items to turn you into a better fighter unable to dig or better digger with very weak attacks for the duration or until rest; use dragonblood as fuel, not a component for alchemy. --lighthouse upgrade for the dock so ships from other islands can actually find you, know that there is a dock to visit and allow safe approach. --dawn for a brief period on surface after resting, infinite duration dusk after a set amount of minutes without rest, stamina drains faster during dusk.
a few ideas: --convert half of leftover stamina into health when resting, add a short but noticeable cooldown to resting. --allow birds to be killed with arrows, make them drop eggs or meat. --auto use fishing pole when facing water, there is nothing to hit there anyway. --make wood chopping implements craftable, give at least one more level to them, possibbly add an organic underground biome/pocket that needs to be hacked through with better tool instead of mined (with wyrms inside? could serve as a source for wyrms). --option to pause the game when unfocused (same as using buildings). --rain/snow that slowly drains stamina if exposed (not underground), thunderbolts occasionally destroying trees, turning them into mineable coal+wood.
On some keyboards (especially central and easern europe) the buttons for Z and Y are swapped for no good reason (see QWERTZ keyboards), so if you end up using either in your game, it is generally a good idea to make the other one have the exact same function as well. I did find the option to remap the keys (after a good while and accidentally figuring out that pressing X opens up a menu, since I had no reason ever to click C until I got to fishing, which is not as automatic as chopping trees), which is a really nice touch that more games should have, but trying to remap the button for inventory crashed the game. I never actually found anywhere to see why endurance or speed stats or what their maxes are, and actual magic would have been nice. all in all, it is an excellent game, and I look forward to uses for quartz and titanium later.
Managed to get infinite keys by placing the shrimp head back on the cutting board. (I figure that item should not be able to go back to where you picked it up from)
Worked just fine with FF (latest as of this post) and win7 x64. loved the concept and some of the songs were on the spot, really fitting the scene but some were just annoying background noise...
I'm pretty sure many of us would pay 20x price without thinking much for getting exactly what we want instead of hoping for the kiss of lady luck on random items to be any good...
Are you talking about the control scheme? You can change it in options -> controls.