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  1. Disciples usually consume a lot of rations the first days, and then have to use relieve hunger when returning to the spire. Also, some disciples do not use relieve hunger spell even if they have required level of domestic magic, and some other time they cast relieve hunger multiple times per meal.
  2. Well, to me the most understandable of the two would be that items' weight is based on how they are portrayed in game, as it already is for objects (a pickaxe weight is based probably on how much a pickaxe can reasonably weight). Following that thought, I would rebalance weights so that in-game flowers weights around how much a single flower would weight, flax around how much a sheaf of herbs would weight, minerals on how much a nugget of mineral would weight, and so on. Then there is still enough room for changes so that in recipes we don't need to use fractions of units, as that could create unnecessary confusion. This because, since images of items are presented without scale, the image of stone for example could correspond to a boulder as well as a pebble. then of course reducing the weight of an item makes it easier to carry, and thus reduces the game difficulty in general. If that would be a problem though, I think that simply reducing the average dimensions of affected resources' deposits would be enough to restore balance. Tomorrow I will post some changes to item's weight following these considerations...
  3. Might be related to the fact that I am playing at a lower resolution?
  4. +1 same here I would outright remove the book picture from the notification
  5. I want to post some suggestions on balancing weight of items and recipes, but I first need to know a thing: when deciding how much an item weights, do you base your reasoning in the uses of that item or on how much it reasonably weights what it's represented in the object? For example, does prized fish weight 0,5 because the fish represented in the picture reasonably weights around 0,5 or because in that way it makes sense for the recipe of gourmet rations where three items of 0,5w gives three rations of 0,5w each? In other words, let's take for example salt. Now salt weights 1. The amount of salt in the picture to me can seem more or less what you get at the supermarket for 1kg of salt, so it could make sense. On the other hand, invigorating rations require one unit of salt and one of food. Food weights 0,5, so it would mean that my disciples are eating salt with some meat sprinkled on top, and that does not make a lot of sense to me. So it could still be that 1u of salt weights 1, but then recipes that need it should require only a fraction of a unit. If instead you want to keep that each recipes requires only a cardinal number of items then the weight of salt should be reduced in my opinion.
  6. Right now if on a room of the spire upon pressing ESC you are redirected to the map, and on second click to the menu. I would have that if a window is open (a task window, the encyclopedia or whatever) first click closes the window, second click takes you to the map if not already there and third to the menu.
  7. They are the same item: provide the same benefits, weight the same, but one costs more to make than the other... Suggestions: add stealth to wanderer's cloath; add sleep comfort to mantle, or differentiate the two in some significant way!
  8. The previous way conveyed information, with spacing between events telling how much time passed between one and the other, now it's just a bunch of circles that don't convey any meaning, and just look bad. Also since there isn't no more the blue bar progressing when you move to the next event you loose the sense of narrative when navigating through events, thus creating confusion.. Also, adding a filter for events would be nice, letting us choose for example to show all events when navigating instead of only the major ones
  9. Right now scrolling through items it's too slow. I woul have that each tick of the mouse wheel takes you to the next line of items.
  10. As I thin everyone prefers finishing to use damaged ones before starting to damage new ones
  11. I think that adding a button rest could be maybe a temporary solution, as it's still micro management. I would prefer to be able to set something like "rules of the spire" where you can for example set that disciples who return from quests get a day off or stuff like that. In alternative make it that people stop working or use stamina potions when they exhaust stamina, as it already happens when they exhaust magic energy
  12. Yes i completely agree, I think I said this in one of my suggestion posts as well!!
  13. Is seems that I can no longer click on a task and cancel it from the disciples screen. It works on the mage one though.
  14. I would also remove auto pause when Navigating from one room of the spire to the other. The rationale here is: if I want to assign a task and I open a room window, the time should stop and it does. If I then unstop the time it means that I finished assigning tasks, and thus either moving to another room or to the map is just me wanting to see things proceed as normal, so time should not stop in these occasions.
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