Congratulations on beating mission 2 on normal.  :D

I can see that I have a lot to respond to in this post, so I might as well take 
it as an opportunity to update people on what I've been doing for the past week 
and a half.  Real life has been doing a great job at keeping me off of the 
computer for the past week.  I haven't had nearly enough free time to sit down 
and code, so everything has been taking much longer to get done.

I'm still determined to get certain features added, so rather than focusing on 
a single thing I find myself jumping back and forth between 4 or 5 major 
projects within castaways.  I've been working to get mission 3 finished, 
territory wars multiplayer finished, the translation code finished, hunting 2 
very persistent bugs that have been eluding me for several versions, and I've 
been trying to get a system in place so that you can rearrange priorities for 
your settlement.  If I could get myself to pick any 1 of these, and focus 
entirely on it, I would have had at least some of them done during this long 
period of time.  lol!

I may have finally killed the vanishing resource bug as well as the bug where a 
doctor would sometimes heal an injury without using cloth.  Believe it or not, 
the two bugs were actually caused by the same problem.  Without going too much 
into the coding specifics, there was a glitch that allowed the doctor's place 
of residence to go unchanged once he was assigned as a doctor.  Lets say, for 
example, your doctor had been a peasant or worker originally, and he had been 
either constructing or carrying supplies to your ship.  His focus building, 
stored in a variable tied to the person, was set as the ship.  When switching 
over as a Doctor, it was supposed to reset to the Hospital but this glitch 
wasn't going that.  Now, when he would normally be draining bandages from 
building resource slot 0 at the hospital, he is now draining lumber from 
building slot 0 at the ship as he heals people!  If it had been any other 
occupation I would have spotted the bug
 faster, but the only time this strange behavior would happen, was when this 
bugged doctor would fix someone's physical injury!  That doesn't happen very 
often, and I've Still! never had the vanishing resource bug happen in front of 
me.  I've only ever experienced it through people sending me saved games of 
before and after it had happened to them.

That was such a crazy bug to figure out, that I'm still celebrating.  Often 
times you need to sit back and assume that all of your existing bugs are 
linked.  I was trying to imagine every possible scenario when suddenly it hit 
me!  After checking the code, sure enough, there was an error in the code for 
reassigning a doctor's focus building.  Yay!

Ok that was quite long, I didn't mean for it to be lol.

In mission 2, Tome production is pretty much a niche product.  You aren't using 
leather for anything else, so it doesn't make as much sense to develop that 
branch unless you have free time.  In mission 3 you will use leather for more 
things, so tome production should be easier.

Cloth will always be a bit tricky, but that's intentional.  Now that the doctor 
glitch is hopefully fixed, things might be more stable with yarn and cloth.  
After more testing, I may lighten the requirements for cloth production a 
little.  Once tasks can be prioritized manually, it might be even easier to 
keep cloth coming in.

The alt keystroke ideas sound pretty good, and I've tossed them onto my list of 
things to add.

When it comes to fog of war and scouts, I think it would be a bit too 
complicated to make that kind of low level change at this stage in the game's 
development.  It would fundamentally change everything in the game and it's 
probably way more work than its worth.

> Ok, some thoughts after finally
> massacring those bloody yeti.
> I never built a monastery.  Tome production has become
> really hard to
> manage, and I just never found it a sufficient
> priority.  I did build a
> tannery, but never got around to assigning a
> leatherworker.  Three leather
> is probably a bit much for a tome.
> Cloth production still seems a bit hard to manage. 
> Compared to almost
> everything else, cloth production seems to have a very low
> priority, which
> means you need a crap-ton of peasants to make it happen at
> all.  I can't
> prove it, but it seems like yarn was disappearing from time
> to time, as I'd
> get a group of peasants to make three or four yarn, but
> then my weaver
> wouldn't do anything with it.  Since I can't track
> yarn directly, I'm not
> sure this was actually happening, but I do wonder.
> Cloak production is much harder than armor, which seems out
> of balance.  I
> rarely had three cloth to make a cloak; my tailor managed
> to make three
> cloaks all game, vs. eight suits of armor, even though I
> only had a
> blacksmith assigned, so she was doing the whole
> process.  Perhaps this
> should be tweaked.
> Ok, folk are going to hate me for suggesting this, but I
> think that the
> castaways shouldn't come within a square of goblins except
> for military
> units.  This would affect resource availability, since
> forests and rocky
> terrain behind the goblin front line would be effectively
> cut off, making it
> more worthwhile to fight them back, rather than just
> establishing a
> defensive perimeter and holding it, making the challenge
> bigger.  I had
> several occasions where my lumberjacks and stone masons
> went behind enemy
> lines, and I think that should be harder.
> I'd like to see the alt-keystrokes used to jump to specific
> building types,
> like alt-t for tavern.  I found myself having to track
> through a lot of
> buildings monitoring resources and the shift-d and f were
> still a pain to
> use.
> I'm still pretty sure my doctors were healing injuries
> without cloth at the
> hospital.  Again, I can't prove this but as I said, my
> cloth production was
> problematic, and what with yeti raids and fighting back, I
> was treating a
> passel of injuries.
> Another keystroke set that might be useful would be, say
> using alt-1 through
> 6 to display a list of squares of a given terrain type,
> such as dense
> forests, forests, scattered trees, rocky terrain, stony
> fields etc.  As the
> maps get larger, having to explore one cell at a time
> becomes annoying.
> Explorers and fog of war.  Going back to a previous
> set of suggestions, I'd
> like to see a new job, the explorer, and the idea that you
> don't know the
> terrain of the whole map without exploring it.  At the
> beginning of the
> game, you would choose a cell as your starting cell. 
> You would be able to
> see the terrain in the 9 surrounding cells.  Explorers
> would go out and when
> they return would report to you on other squares they have
> seen.  Perhaps
> call them scouts.  They would return information on
> where forests and rocky
> terrain can be found, and later in the game, could report
> on goblin
> infestations.  Resource hunters would use this
> information to figure out
> where they are going.  If you don't know about any
> forests or water, than
> your hunters and fishermen act as scouts as their secondary
> job.  Stone
> masons and lumberjacks would require locations for their
> respective
> resources and have peasant as their secondary job.  I
> think miners are also
> tied to the rocks, so they should probably also have this
> quality, though by
> the time you have mines in play, it's likely you have
> explored.

> Along with this, we should get messages when a particular
> set of trees or
> rocks have been played out, to know if more scouting is
> necessary.
> I'm not sure exactly how this would play out with the
> goblins.  Perhaps
> there should be two different jobs, scout (military unit
> that concentrates
> on finding the enemy) and explorer that simply maps the
> terrain.  Explorers
> would report the presence of goblins but would concentrate
> on new terrain.
> Scouts would report new terrain but would concentrate on
> monitoring known
> enemy locations.  Other resource hunters would report
> if they have to evade
> goblins, such as, Jack evaded a group of goblins at
> k14.  The scout could
> see for two squares around it and would move to the closest
> known area of
> goblin infestation to monitor it.  This might require
> a new manufactured
> product, telescopes or something like that.
> To make up for the added difficulty, please get the good
> events in place to
> help balance things.
> Good job, and I'm eagerly awaiting more expansions.
> Chris Bartlett

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