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06-08-2017, 09:05 AM
#21
Joined: May 2016
Posts: 170
Quote:
Originally Posted by Grika View Post
When collecting water, Coconut Shells that become empty (from eating meals in shells) should be used to extend the water collecting mission.
Since when you send minion out for long the duration is predetermined we need to change the whole system for it to function like this. Though if I do a code rewrite I'll try to make it so the duration can be determined while the minion is out.

Quote:
Originally Posted by Grika View Post
How about Stampeda?
Sure.
06-12-2017, 10:13 AM
#22
Joined: May 2017
Location: Twin Cities, MN
Posts: 10
Village Update

Okay, this feature request is rather involved, but I have some ideas to make the village more interactive, based on the concept of the toilet.

  1. Make the Well a two-slot container. You put in a pile of shells in one slot, and they slowly fill with water and fill the second slot.
  2. Create a series of traps:
    Small Basket + Vine = Basket Trap (Mouse, Turtle, Lizard)
    Stick + Vine Rope = Small Snare (Rabbit and Squirrel)
    Peeled Stick + Vine Rope = Medium Snare (Turkey)
    Peeled Stick + Bark Rope = Large Snare (Fox and Wild Boar)
    10 Sharpened Sticks + 25 leaves + (tool) Shovel = Trapping Pit (Wolf and Elephant Bird) (Can capture multiple animals)
    8 Sticks + 5 Scale Skin + 8 Vine Rope = Lobster Trap
    1 Small Pot + 1 Bark Rope = Octopus Trap
    10 Medium Branch + 18 Scale Skin = Fish Trap (Can capture multiple fish)

06-13-2017, 07:24 AM
#23
Joined: May 2016
Posts: 170
Village Features

Quote:
Originally Posted by Grika View Post
Okay, this feature request is rather involved, but I have some ideas to make the village more interactive, based on the concept of the toilet.

  1. Make the Well a two-slot container. You put in a pile of shells in one slot, and they slowly fill with water and fill the second slot.
  2. Create a series of traps:
    Small Basket + Vine = Basket Trap (Mouse, Turtle, Lizard)
    Stick + Vine Rope = Small Snare (Rabbit and Squirrel)
    Peeled Stick + Vine Rope = Medium Snare (Turkey)
    Peeled Stick + Bark Rope = Large Snare (Fox and Wild Boar)
    10 Sharpened Sticks + 25 leaves + (tool) Shovel = Trapping Pit (Wolf and Elephant Bird) (Can capture multiple animals)
    8 Sticks + 5 Scale Skin + 8 Vine Rope = Lobster Trap
    1 Small Pot + 1 Bark Rope = Octopus Trap
    10 Medium Branch + 18 Scale Skin = Fish Trap (Can capture multiple fish)
The well idea sounds nice, so my question is what will happen if the player puts empty shells in both slots? It wont fill? And how can we teach this mechanic to players without making it too confusing?

I've included the trap ideas to our todo list
06-15-2017, 04:30 AM
#24
Joined: Oct 2016
Location: Land of Stone
Posts: 198
(Test Flight Version) 1.0.2 Out!!!

1.0.2
Attack of The Erectus

- Added a proper game ending!
- Added 2 noncraftable items.
- Fixed all known inventory refresh related bugs

=======Details=======
Game:
- Removed power from Tactical Tools.
- Added new Tip Tablet. (Thanks BarcodExpress)
- Increased energy of most Hunting related foods by 1. (9 Recipes)
- High Skill items are added into your Recipe Book after figuring out its recipe. (Thanks Grika & Garry)

Generations:
- Can throw items away in early quests on new generations. (Thanks CrymsonCristal)
- Can eat from pots in early quests on new generations. (Thanks BarcodExpress)
- Shiny Stones give Generation Points.

Player Profile Menu:
- Redesigned Player Profile Menu and added LeaderBoard Button. (Thanks bheart123)
- Placed an exclamation point on Player head in an early quest. (Thanks bheart123 & wex52)

iCloud:
- Checks if iCloud save version is compatible before messing up your save file.
- iCloud save shows a spinner while saving. (Thanks Zumacha)
- Doesn't write "Saving to iCloud" while you're offline. (Thanks iokak)
- Fixed Game Center constantly showing the same achievement. (Thanks everyone)

Inventory Refresh:
- Fixed item dragging refresh. (Thanks aredna & Mirshikar)
- Fixed new crafted armor not refreshing. (Thanks Lac)
- Fixed crafting multiple items, didn't refresh 1st stack when it should hit 100. (Thanks Mikla & Lac)

If you want to become a Test Flight tester, enter your emails here: https://docs.google.com/forms/d/e/1F...ewform?c=0&w=1
06-15-2017, 05:42 PM
#25
Joined: Oct 2016
Location: Land of Stone
Posts: 198
(Test Flight Version) 1.0.3 Out!!!

1.0.3
Quests Reloaded

- Completely redesigned Kasino quests. (Thanks iokak)
- Added 2 New Sidequests. (Thanks Grika)
- Made most quests easier.

=======Details=======

Game:
- Pots breaking chance decreased to 0 when eating. (Thanks Nayelianne)
- Added new Tip Tablet. (Thanks Mynion1)
- Fixed bugs with certain quests. (Thanks andeemay & Miketxo & Malc & Halit)
- Increased skill to craft Wooden Fishing Rod.
- Changed recipes of Mating Chambers, all Houses and Pillars.
- Changed recipe of and lowered energy cost for Leaf Skirt. (Thanks elementgermanium)
- Lowered energy cost of most building recipes by 10.
- Lowered required skill for Pot Full Of Water. (Thanks Nayelianne)
- Lowered skill to craft Sling, Bonfire, Bark Rope, Wooden Bin, Basic Claw, Leaf Bag, Scale Bag, all material Shoes.
- Lowered skill to craft Wooden Well, Twig Warehouse, House, Woodshed, Archieve Marketplace, Mating Chambers.
- Decreased Sonka's food stealing by 70%. (Thanks Azinye)
- Fixed dragging item on Alf promting quest twice. (Thanks Miketxo)

UI:
- When recipe book is opened first time, shows Peeled Banana recipe. (Thanks Dinalt)
- Side quest button gets bigger if you don't click it when it comes the first time.
- Quests shows images of some items instead of names.

UX:
- Can drag items directly from crafting box into container. (Thanks Ugur)
- Added 'Add All' button when adding multiple items to craft table. (Thanks DiamondDog42 & MarsW & BarcodeExpress)

Support:
- Changed social media rewards from 5 to 10 Cooked Kebabs, so like us!
- Added Instagram to social media rewards.
- Changed primitive donation reward from 30 to 50 Cooked Kebabs.

iCloud:
- Properly saves to iCloud from settings in newer generations. (Thanks BarcodExpress)

Player Profile Menu:
- Properly formatted item decimals.

Fixed Crashes:
- Crafting armor while storage is full and same type of armor with low durability is in storage. (Thanks DiamondDog42)

Game Center:
- Added 4 new Achievements. (Thanks Halit)
- Added 2 new Leaderboards. (Thanks Slavez)

Texts:
- Added descriptions to some items. (Thanks BarcodExpress)
- Fixed typos. (Thanks cheineking)

If you want to become a Test Flight tester, enter your emails here: https://docs.google.com/forms/d/e/1F...ewform?c=0&w=1
06-15-2017, 08:45 PM
#26
Joined: Mar 2010
Location: Australia
Posts: 48
Quote:
Ultimately, I can't quite recommend this (especially at $4.49 Australian), but I can recommend keeping an eye on it, I suppose.
I agree, this game sounds good, I'd like to try it, but AUD$4.49 is too much. It should be more AUD$2.99.
06-16-2017, 07:05 AM
#27
Joined: May 2016
Posts: 170
Pricing

Quote:
Originally Posted by dominici View Post
I agree, this game sounds good, I'd like to try it, but AUD$4.49 is too much. It should be more AUD$2.99.
Hmm, thanks for your comment.

We've tried reaching out to Appstore for pricing recommendations. We're also talking with players on what they think is a good price for this game. Though it varies a lot and selecting a price point is harder than it looks.

To make it easier for us I'd like to get your opinion on;

1. Why does this game look like a AUD$2.99 game?
2. What would make it look like a AUD$4.49 game in your eyes?
06-16-2017, 11:07 AM
#28
Joined: May 2017
Location: Twin Cities, MN
Posts: 10
Well upgrade

[QUOTE=demirb;4019779]The well idea sounds nice, so my question is what will happen if the player puts empty shells in both slots? It wont fill? And how can we teach this mechanic to players without making it too confusing?

In lieu of coding the Well to have an empty shell only slot and a full shell only slot (with raised errors if wrong action is taken), there could be the ability to mark a Storage as having a specific storage type, so the Well would automatically look for a Shell/Water Storage for shells, and maybe when the player screen is full, then empty and full shells would automatically go to that storage.

Perhaps easier would be to make the Well look in the Burn Shed for shells. That way shells will be burned if needed or taken for filling.
06-16-2017, 12:13 PM
#29
Joined: May 2017
Location: Twin Cities, MN
Posts: 10
Minion badge

When the Minion has collected something the badge only shows "1" no matter what. It would be more useful if it showed:
  1. The number of things collected
  2. The number of unique things collected
  3. The number of storage slots used

I can't decide if the second or third would be more useful. Perhaps you could make it configurable as to what the user wanted to count, or show three badges.
06-17-2017, 05:32 AM
#30
Joined: May 2016
Posts: 170
Quote:
Originally Posted by Grika View Post
In lieu of coding the Well to have an empty shell only slot and a full shell only slot (with raised errors if wrong action is taken), there could be the ability to mark a Storage as having a specific storage type, so the Well would automatically look for a Shell/Water Storage for shells, and maybe when the player screen is full, then empty and full shells would automatically go to that storage.

Perhaps easier would be to make the Well look in the Burn Shed for shells. That way shells will be burned if needed or taken for filling.
We just got an idea from another player saying that collecting a lot of dirt & water was a pain so he wanted a building where villagers would work to collect dirt & mix them with water. So I think that we could make a new type of a building, different from the storages where villagers can mine stones, collect waters, collect dirts etc.. Added these ideas to our todo list.

Quote:
Originally Posted by Grika View Post
When the Minion has collected something the badge only shows "1" no matter what. It would be more useful if it showed:
  1. The number of things collected
  2. The number of unique things collected
  3. The number of storage slots used

I can't decide if the second or third would be more useful. Perhaps you could make it configurable as to what the user wanted to count, or show three badges.
Making it configurable is more decision making for the player so to reduce that we will just show one of them. I added it to our todo list.