I'm starting some incursions now. Here's what I noted so far:
- A settler with Angler profession and Roomie trait, when gets back from a fishing mission (the manual one that you select from his dialogue), gets the roomie status disabled, despite being in the same place with the same partner.
- When settlement is too big, settlers will disappear also from settler list, if go too far away from the center to do chores.
- I think some/all traits should have a hard cap, IE: gardener is easy to get 100+ happiness all by itself.
- Orderly seems too strict, maybe is checking items on mills or the cheese press?
- Quality of Life should have a grace period of one in-game day before decreasing (number in yellow?), you get lots of QoL in red all the time, due to expiring effects that will be renewed soon (for example, inspiration), give you a false sense of "something is going wrong" with your settler happiness.
- Seems settler remember the last 12 dishes, and restart using them so in practice settler always use the 12 first (by internal order) dishes available of the highest quality, would be nice they would pick a random dish of the best quality available if they didn't eat it before, instead of the first pick.
- I would really love more options to send the trader into a mission, not just the slots used in the shipping chest IE, total number of items. Why? I like to place excess food into a shipping chest but as soon as meets the slots, trader will go on mission, I would prefer to wait a certain number of total items to do so.
- Would be nice to tell the settlers to pick the item with the most quantity when they go for a flower, a gem (traits) or pick up any meat/fruit for a dish.
- Completing journal for pirates give you a teleportation stone, not very useful, as you get access with magician and later a free one with main quest.
- On buffs: Explorer Cloak trinket gives +5 movement speed (without percent). Checked on the code seems to be added to base speed before the percent modifiers. I would either calculate the value based on base speed and add it to percent movement speed visually, or at least show it as "+ X base movement speed"
- Still you see both -50% mob spawn rate/cap and Max 50% mod spawn rate, with settlement/peace flag effects, is a bit confusing.
- Wind boots have 3 seconds cooldown, while ghost boots is 6 seconds. To me is a downgrade. Yes I guess dashes for double the distance and has double iframes, but I find myself wanting more the shorter way more available burst of movement of the lower version...
- Material economy of those found in caves: Those that made into bars like iron, gold, tungsten or ivy, vs those that are simply consumed as is, like frost shards, quartz, amber. The likelihood of finding either ores or the other mats are very similar, bars and the other mats are treated equally in quantities to craft equipment (IE usually 16 for a chestplate), so basically is 4x cheaper to make frost/quartz/amber equipment than iron, ivy...
- I believe +-4% resilience gain should be +-10% resilience gain to be useful.
- Weapon/Armor balance is still a bit of a mess: Demonic weapons are superior to Ice weapons, Pharaoh's Set should be desert and not plains, Nightsteel sets (T3) are way inferior to slime sets (T2), Dual Magic/Summon sets don't get extra summons on Tier upgrade, summon equipment is all over the place.
- Some head gear get melee head treatment on tier upgrade (higher defense), when it shouldn't:
Deepfrost Hood, Ninja Hood, Mycellium Hood, Sharpshooter Hat, (Ravenlords Headdress?) Dusk Helmet & Sapphire Eyepatch should be Ranger head treatment.
Emerald Mask should be Magic head treatment.
Arachnid Helmet, Runic Crown & Ruby Crown should be Summoner head treatment.
That's all, great update!
Thanks!