Task Assignment & Priorities: Extend beyond generic assignment - skill-based priority queues, allow individual crafting tasks to be prioritised, and training/sleep/eating/exploring caves/exploring at night/exploring during the day. Consider applying different lasting effects and buffs based on the current task being done.
Per‑Unit Gear & Consumables Rules: While rudimentary gear locking exists, full per-unit slot locking (for potions or bows), preferences, and body-part checks are proposed for greater control.
Smart Movement Logic: Add movement alerts for DoT-affected units, designate forbidden zones according to the creature/activity, and include teleport fail-safes and fallback pathing for stuck units.
Immersion Areas: Introduce dedicated leisure, healing zones, shrines, and décor effects that influence minion buffs, traits, comfort and morale.
Task Assignment & Priorities: Extend beyond generic assignment - skill-based priority queues, allow individual crafting tasks to be prioritised, and training/sleep/eating/exploring caves/exploring at night/exploring during the day. Consider applying different lasting effects and buffs based on the current task being done.
Per‑Unit Gear & Consumables Rules: While rudimentary gear locking exists, full per-unit slot locking (for potions or bows), preferences, and body-part checks are proposed for greater control.
Smart Movement Logic: Add movement alerts for DoT-affected units, designate forbidden zones according to the creature/activity, and include teleport fail-safes and fallback pathing for stuck units.
Immersion Areas: Introduce dedicated leisure, healing zones, shrines, and décor effects that influence minion buffs, traits, comfort and morale.