Nicely done. The fun of using the terrain to find all the upgrades reminds me of my early days of playing 4Xs. I like the magic theme, finding magic in mysterious special areas. The spiral pattern of the darkness adds another strategic consideration, making central tiles safer investments. It works. However, sometimes I wish there was a way to protect high-value areas. Have you considered using a system similar to Civ 4's culture system, with developed tiles radiating a certain amount of light into surrounding tiles, putting outward pressure against the darkness while the darkness puts inward pressure on all tiles?
To figure out how much water you get from food, go to the supplies tab in your caravan menu, look under "Foodstuffs". Multiply the number in the middle column with the water % of the food, add together, and multiply by the length in days of your trip. This is assuming none of any food type runs out during the trip.
The reason it can't be shown on the map screen is because it all depends on how much you eat. If you don't eat it, you won't get the water from it.
It would be nice to have a key (like holding down shift) to decrease the movement sensibility, for when we need to squeeze through those cracks and we can't get to just the right spot.
I'm not sure how I feel about this "Heart-energy" system, of barters guaranteed to be successful if you have enough hearts. Are you sure there shouldn't be some risk involved?
The critical hits are legitimate (so long as they're balanced), I think, because they replicate the reality of naval warfare. In rl, it does indeed take only one shot to sink a ship, if it's a really good shot.
There can't be a player-controlled formation editor. See the "Bravery" stat? I think that stat determines a unit's willingness to charge into battle. It's why militia will hang back for much longer than tigers. A formation editor would let us completely bypass what these bravery values do, making them useless. It's not a simple request; either the AI is made better, or the game has to rewrite its rules.
Sometimes, in certain formations of three archers, when a tiger arrives it gets stuck behind these three archers, trying to push through the shortest path even though it could make its way around them.
@troopdude, I needed one more infected walker kill. I was at a high-level zone, my scavenger was already downed so I was left with my fighter and leader. I needed one more walker, and then there was a rush.
@Yam1418 It's a double negative. You get minus lawbraker and minus slaver when you do good things because you get less of the bad reputation. I think that's what they are trying to get at.
We may implement other uses for this in the future or change the system. Please feel free to suggest. :)