Hello Shiro Games developers and fellow players!
*The Roots System*
Y'know, for a new DLC in its first week, definitely not bad. But I agree with other posts here stating that micromanaging the roots system does take some effort, and it is completely possible to mis-place a root - especially if you're being attacked while deciding where exactly to put it.
That said, I feel like we could use something to help highlight where good places to put roots would be in a more obvious and quick manner that's easy on the eyes - for example.
You know how it's possible to select Build on a Silo, but mousing over tiles that don't have a natural resource of food will cause it to be red? We need that for specific roots being placed in areas that will cause it to have no effect. (IE: The Root for improving silos being placeable on non-silo tiles is a waste and would only be done in accident or hurried mistakes.) Simply don't let us place certain roots on areas that are impossible for them to be used.
Now for the roots that can just be more optimally placed, but still used on lesser value tiles - that's not necessary. Leave that decision making up to us.
*The Gameplay / Theme / Hiccups*
This was terrific. The idea of using the power of the world tree and lore as a pseudo domination victory is superb. I also like that your Warchief is useful for something than just a tank in battle. This has been occurring with more DLC's and I'm happy for it. I just hope that we can have the warchiefs in earlier clans be upgraded to also have secondary abilities / passives / uses.
One downside that my friend and I noticed - the more roots I laid down, the more ingame lag there was. Dunno if that's because he and I are from different countries and the Owl is too much of a strain on an already wide connection, but it's noteworthy. Especially when I used the Owl's Relic which caused many things to spawn on the map. Nearly crashed both of our games.
Additionally, discovering that Forests / Deer / Fish provide happiness instead of food - well, was a bit strange to me. Didn't expect that. If anything, I feel like many buildings have been removed from the crafting possibilities, with nothing to fill the gap. I feel like the Owl could do with some new buildings or units to be useful. I found myself grinding for more stone as fast as possible in order to put up more Lore stones, for lack of anything else to build than houses or military buildings. Sort of bland when it comes to building / unit variety.
*What's fun about it? Is it a good clan?*
Absolutely was worth buying and experiencing, despite my complaints about the buildings of the clan being dull and boring in choices, and I still stand by what I said about the roots system currently being a little clunky and needs refinement.
I had alot of fun racing to fill out my lore wheels and constructing lore stones as fast as possible so that I could spawn the Yggdrassil golem. Using this to fulfill a unique victory condition (6 decolonizations from an enemy team using the golem) was entertaining and really made it feel like the end of days as the game began to subside.
With the fact that almost everything costs lore in some fashion rather than wood, the clan still has a good pace and requires time to generate its power / strength. The fact that you can't fish or hunt deer to gain food puts a necessary hold on the clan's speed in order to keep it from zooming past all other clans.
I look forward to practicing root placement, as well as seeing how quickly I can get the heart of yggdrassil to fight by my side.
Stay golden, Shiro gang and fellow players