[UI] Goodie huts and other tiles *must* have an option to display an indicator

Okay, I've played the beta enough to have finally made up my mind about this issue. The goodie huts, inns and such stand out well in the cloth map, but in the normal graphical view they blend in with the scenery so well that I actually prefer playing most of the game in the cloth map, just to make sense on what I'm looking at.

There are two main offenders:

1) Goodie huts and quest locations. I absolutely must have an option to have some sort of a glowing circle / square around each goody hut or quest location. The small glimmer that the goodie huts currently have is nowhere near enough. I want to easily distinguish which square is a goodie hut and which is just scenery.

This probably isn't that big of an issue when you have the settings Frogboy demoes the game with, where you don't have any lush vegatation in the game, but I want to have the world look organic and lively PLUS be able to distinguish special tiles from normal ones. Currently it feels like my preferences aren't catered to at all, rather only the version where the land is really barren and ugly.

2) Forests. Plain and simple. I have a very tough time seeing which tiles are forest tiles and which are normal plains, because the forest edges are so ambiguous. This is a problem, since moving through a forest costs more movement points than plains. If I want to explore quickly, I have to go to the cloth map to make sure I don't accidentially enter a forest square. Forest edges need to be distinguishable easier.

958 views 8 replies
Reply #1 Top

I would throw in some sort of *danger* or *level* indicator (easy, medium, hard, impossible) on the mouse over or click selection so that you don't bring a knife to a gun fight.

Reply #3 Top

Agree with the first paragraph of OP.

Reply #4 Top

Agreed with everything in the OP. I find myself zooming out very often just to see what tiles are worth moving too. Also forests are terrible looking, but Stardock says they're working on that. 

Reply #5 Top

 

I agree 100%.  I end up playing most of the game on the cloth map for same reason.

Reply #7 Top

I also agree with Dagwood.  I am always hesitant to go near ruins, etcetera, because I have no idea if I can handle what I find.  They are an all or nothing shot.  We need some field intelligence one them.

 

Also, as a side note, what does a forest do for us other than look pretty and decrease movement?  Can I use the natural resource for any thing?

Reply #8 Top

Agree 100% with the OP.

I also often don't know if what I see on the map is scenery or something useful, so must zoom to cloth map.

I never zoom in as much as Frogboy does in his videos. Not even half as near, because all it provides is scenery but no info.