Once I get used to the system, I won't even notice all the little things any more so it's now or never. =)
- ESC to close open windows like INVENTORY, STATISTICS, merchants, before opening the main menu.
Much faster than hunting down all the different close buttons on them. - Just like on the character INVENTORY,
add a title bar to the STATISTICS window, showing the current character's name. - In the title bars (assuming they exist =) of both INVENTORY and STATISTICS window,
add arrows to cycle through your characters. - Allow the number keys to switch characters in the STATISTICS window.
Currently only possible in INVENTORY. - Overlay the corresponding number key on the character picture on the main HUD.
With 3 or 5 character it's easy to see at a glance who is on which number but with 8 or 9, you get to count pictures... - Allow changing the order of characters (and thereby their associated number) by dragging the pictures left/right.
- Tooltips for the buttons on the main UI, describing their function (which is often obvious) and listing the keyboard key for them.
- Currently, the stats in the STATISTICS window do not update while the window stays open.
The stats on the "HUD" in the lower left of the main screen do update.
Showing two different values for the same stat is inconsistent. - On the HUD in the bottom left, the MED tab is redundant because it is (now?) a permanent display directly to the right of it.
- On the HUD in the bottom left, several tabs display info below the visible area.
Scroll bars planned?
An alternative would be to combine several lines into one (like the 3 XP boni) and explain the acronyms with a tooltip. Scrolling all the time would be awkward. - The current state of game speed is not visible from the speed buttons.
- Same goes for the active tab on the bottom left main UI window.
- Shift-Space to set the current speed to "slow" and pause / unpause the game.
- Loading an adjacent map area to not switch the current time setting to "slow".
- Once a character is told to "Block" in a fight, there seems to be no way to... Unblock.
Maybe it just doesn't register correctly while fighting?
The Block button should be a toggle between Block / Attack and so display the current state. - A thin line below a skill / attribute bar on the STATS window to show the XP progress within the current skill point.
That doesn't do anything but it visualises progress. Players like seeing progress. - A character can not start a construction without having building material in his personal inventory.
But he can continue a construction when the house he is in has the material in a material storage box.
This is inconsistent.
If the building "owns" the material, and the character obviously knows how to get it, it should be available for starting a construction, too. - Suggest adding a realtime clock (like in brackets) to the game time clock on the main HUD.
Games like Kenshi are evil time thieves. =) - Many items in the inventory occupy more "squares" with their transparent background than is obvious at a glance.
This makes the inventory Tetris unreasonably hard.
Free inventory squares should have a different colour so they can be told apart from the squares that are occupied by invisible / transparent item backgrounds. - Arguably not a UI suggestion but it does save a constantly reoccurring sequence of clicks:
When selecting an group of characters and telling them to move to X,
the slowest character should move there while all others automatically FOLLOW him.
This way the squad always moves in formation and there are no stragglers.
These are probably bugs but they don't seem to be harmful so *shrug*.
- UI: A character can equip 3 weapons.
2 (slim) swords in the primary, one in the secondary weapon slot.
I assume the character holds the 3rd blade in his teeth? - When doing an item transfer (LOOT one of your own characters), the 2nd inventory window is not offset by the space required by the (correctly opened) backpack of the 2nd character.
The backpack overlays the 1st character's inventory window. - Animation / state:
A character that is sent to bed seems to get up when fully healed.
This is not true.
When told to move away from the bed, he snaps back into the bed, does the "get up" animation again, then starts moving.