Ok, I already laid out my big, overarching ideas here (a couple month back), so now for all the loose change. I've just today taken a decent shot at the current general release version InDev23, and these are what have struck me so far. I expect you may have already fixed some, but not checked out unstable 24 yet.
Also, I have a whole bunch more little thoughts jotted down from last time that I'll try to get back to too. Plus I'll add a few thoughts to my first thread now...
+ Tips Typos:
I'm liking the updated, customised tips. Very timely and informative. Good user experience. Below is a (probably) non-exhaustive list of grammar errors in them that I've spotted.
"NEXT TIP" button overlapped by "+1", "+2", etc.
Tip - "Abandoned Buildings[...] and getting it back up [to] snuff!" -> insert 'to'
Tip - "You have *ran* out of building slot[s],..." -> 'run'
Tip - "Whoa, Slow down[...]" came up when I had only 2 buildings in progress...
Tip - "Night[...] Hopefully you built *a* some defenses, like a Bow Tower!" -> remove 'a'. Also, there's no chance of having a functioning tower up first night, and not really needed then, so should say: before the monsters come, or something more open ended.
Tip - " Ammo[...]The Bow Tower that your villagers just completed need[s] ammunition..., like a Bowyer or Rock Tumbler." - misinformation, reword to be specific, if being specific about tower type to start with.
Tip - given after placing a building: "Refined materials...The Small Hovel you just tried to *reclaim* is..." - nope.
Tip - "Cullis Gates[...] to pull resources *of* creatures out[...]" -> 'or'
Tip - "Pregnant[...] Soon, she will give birth to [a] new child who will eventually grow up to be *a* another adult worker bee![...]" -> 'a' ran away...
Tip - "Death[...] by making sure everybody has a home, [and] *or* building some defensive buildings."
Tip - "Cullis Gates[...]on them to pull resources *of* [or] creatures out of limbo,[...]"
Suggest also mentioning holding 'shift' to to unassign resources allocated to harvest. (Or when selection tools are active.)
Tip - about pausing (by clicking clock), should perhaps mention the assigned key (space bar). (Hmm, but it does already say this on the pause message itself...)
I like the new track selector. :-) But...
Can it also include a null track, i.e. music off option (to save having to quit out to main menu for settings).
And a music volume control there too please (same reasoning as above).
"Fallen Sky" has a sound effect that sound like a Skype message popping (in some other program), somewhat distracting.
+ Minor Niggles:
Menus make the scrolling noise on mouse wheel during game pause (despite not scrolling).
"O" and "I" keys (shown on UI buttons, bottom right) don't seem to activate pause/dismantle tools.
I resurrected 2 ghosts, both came back as zombies, lol, but that used my entire mana bar - a bit expensive for a one off laugh. Makes the spell effectively redundant (not worth ever trying, for the cost, especially with nomads now)...
Hard to tell how many building slots Ancillaries provide, village centre too. Will you add an attribute for this to the selected building details?
You should be able to cancel dismantling, that dismantle tool is dangerous, heh. Have shift-clicking with with tool selected un-mark buildings for destruction. Preferably also a cancel button in selected building interface (that I would prefer to a confirmation of destruction dialogue).
Impossible to get an overview of villager's health. Would like little health bars in the villager list menu, at the least. An always visible, tiny little histogram widget on UI might be cool, to give a kind of hot/cold for roughly what proportion of your people are in a bad way...
But then that would extent even more to overall hunger (to get a quick idea if you are building up a population hunger deficit). I think you've already talked about more info displays on the way...?
Hovering a villager/monster brings up their xp bar, also in green, hiding their health bar... Very confusing, and a nuisance during brawls (when trying to pick up monsters with the most health, etc). Could we have a different colour bar for XP indicator in the pop-up, at least? To be honest, it's not really all that useful to know fraction of a level, as there's not scope for micromanaging on that scale. But could maybe show health and XP bars on there with a bit of a layout twiddle about.
Rock and stone are too similar (visually and their names). I'm always (still!) struggling to tell them apart (e.g. for build materials needed), unless they are side-by-side. Lumpy up the rock sprite a little more? Rename stone to "cut stone"? (From the "Stone Cuttery" after-all, lol).
Starting a new map, could you have time paused until the village centre is first placed? Since you can't scroll around in pause mode and mini map is too mini to properly assess the lay of the land's resources.
The second very quick game I just re-tried, villagers would *mostly* not go to get themselves some nearby food to eat (naturally occurring, within build limits), so most starved (I'd not built any farms at that point).
A villager also starved to death while eating! LOL, a little harsh.
Oh, and finally, this is a bit of a paradox: can't replace my destroyed village centre because I didn't have a village centre...