Well, here it is - our list of feedback as compiled from several review sites, this forum, other forums, and our own Q/A team. There are a few more sites I need to pick apart, but in general I feel this covers many of the egregious issues (but feel free to note anything we’ve overlooked...we want to be as thorough as possible).The ‘Major Issues’ are the ones you’ll be seeing fixed ASAP. Ideas/suggestions will be re-prioritized and completed as proper solutions are determined.- Major List (Crashes/Stability/Etc.) -
- Minor List -
- Bugs -
- Ideas / Suggestions -
I just always hated it in any game (AOW, MOM, ) that when you killed the enemy leader a whole enemy empire suddenly vanishes! Some sort of successor or heir takeover would be great!!!
This would be a balance to using, risking, and losing a powerful leader is that the successor or heir would be much weaker and would have to start the experience growth process all over again.... ...which would make the kingdom weaker, struggling etc...but would not POOF make them disappear out of the game!!!
This would be a great option before starting game that would please everyone!
Option 1: Sovereign Death = Game Over
Option 2: Sovereign Death = Weak Successor or Heir Takes Over (This would also enhance the Dynasty system!)
great to see a compiled list such as this! Thanks so much. If even half of the improvements are implemented would be a great change
I would love some enhancement of the dynasty system. would make epic sized maps extremely interesting, as long as sovereign aging->death is included. Consolidate through heirs.
I have this exact same problem.
Thank god.
Why keep this a secret for so long though?
I figured out that the linking to the various pieces of equipment in the unit designer does't link some things to the female models properly last night. If I make a girl archer, she can't wear a Journyman's Cloak, if I make a boy archer, he can wear all of the equipment normally.
I had a whole list of stuff of suggestions that only got two comments. So it fell by the wayside.
This is the second reason I am happy that I bought this game. Positive interaction with the publisher.
Keep up the good work.
ps: The REASON i bought this game was the quotes from Stardock on anti-DRM in the article on CNN.com
One thing that bothers me in the game, is lack of balance between default factions, and general bugginess of their traits.
And most of them have so little points, if calculated through faction creator, that using custom faction seems almost like cheating.
Let's see:
Altar:
Resourceful (3pts)
Essentially a faction with no traits and some starting metal/materials. There is no use for metal early, and materials can be easily obtained by exploring. Meh...
Capitar:
Educated
Industrious (5pts total)
One of more functional factions. Still no more then half points compared to custom faction.
Gildern:
Master Smiths (5pts)
Same here
Pariden:
Civilized
Influential (2pts total)
Civilized pretty much does nothing. I never noticed any difference with Influential either. Essentially a faction with no traits at this point.
Tarth:
Egalitarian
Brave
Great Warriors (11pts)
Finally a faction with more then full point allocation. But Egalitarian is cosmetic trait, Bravery bonus is so small that is meaningless and Great Warriors is bugged that it does nothing. So this is another faction with "no traits" due to bugs.
Kraxis:
Education
Siege Masters (4pts)
Nothing bugged, but no many points either.
Magnar:
Influential (3pts)
Influential, as said, doesn't do a thing.
Resoln:
Death Worship (pts)
Trait doesn't do a thing. Just another faction with no traits.
Umber:
Road Warriors
Industrious
Uneducated (8pts)
Still less then 10pts faction.
Yithril:
Great Warriors
Master Archers
Arrogant
Superstitious (7pts)
Since Great Warriors is bugged, it's essenital -1pts faction. Although it's not so bad, since I think that Master Archers is underpriced in faction creator.
So, from 10 factions, around 3 of them have essentially no traits due to bugs, and all others are weaker from anything made in faction creator.
Quoting auboy105
This is also something very important for me!
I wonder if there will be more small patches with easy to fix bugs or if we have to wait for the big 1.1?
Thanks for the compiled list. But let's see what else I can remember ... and also thanks to all the people noticing stuff or just contributing in the links below:
First the bugs and glichtes:
And some more or less easy to implement minor suggestions:
The general aspect of the UI has been more than thoroughly handled by Mtrixis. He has lots of helpful suggestions (https://forums.elementalgame.com/393693).
Other things that are in my opinion missing from the meta-list, but are probably more long-term oriented projects are e,g, seas not just as a barrier, rivers, different trade system (not just food as traded commodity and more organic feel to road upgrades (https://forums.elementalgame.com/394026)) or diplomacy options like map or territory/city trading.
Hope this helps. I would certainly love to see some of those points fixed or implemented.
Rabenhoff
EDIT: Almost forgot two suggestions:
Seconded or thirded or whatever. This really saps a lot of the fun out of the game for me.
thanks for the list.
excellent! thanks for keeping us in the loop... glad i decided to stay for the long haul!!
Can we assume by its omission that the spawning shards on save/reload has been fixed as well?
Thanks fo ryour dedication. And don't forget :
Getting rid of 1DN isn't just replacing 1D20 by 10 + 1D10. It's still uniform. What the game needs to get rid of is the uniform distribution.
This game will be awesome
PS: any chance the workshop will get any love ? Like being able to place emitter/beams with mouse ? And being able to place parts in the tile editor with values (and not only with mouse) ?
yeah this game is not finished, why release ?????
i fell stupid to buy a game completely unready to be sell
Regarding:
13 AI Improvements
d. Building - “...I saw one [AI city] made up entirely of 13 houses. It's food production was completely in the negative and they had the little fish sign over it. There was no reason why it should have had that many houses and absolutely NOTHING else.”
I saw this occur too. In my game it happened to a city that was locked at Level 1 (AI must have overtaken a neutral faction city) and it continually spammed houses. AI probably tried to level up the city, but since it was capped, it may have thought it was always short on housing.
A comment on the item stacking:
I suggest 10 rings (10 fingers!)
2 bracelets
1 pack (2 with mount?)
3 amulets.
Or better yet, make the limits moddable
I'm a little perturbed by the wording of #1 here: "Late game Slowdown!!!!"
For most of us here, the slowdown isn't only during the late game --- it's from turn 1 (as soon as a city is built). Hovering over cities is where the majority of the FPS is lost and that's early (and mid) game as well.
Did you think of a name for that expansion yet ?
A troll who actually puts troll in his name:) Great list, when is the next patch now?
Well he's got a point. The game really doesn't feel finished. I'm kind of suspecting it needed another 4 months of development to clear up the bugs and make the game mechanics make sense and cohesive.
I just want to say that I like the idea of being able to have more than two rings and one amulet. But, I'm the first one to admit that the amount you can have needs to be limited to a reasonable number.Perhaps we can also have broaches and bracelets or something like that.
I encountered a bug with an Air Shrill teleporting itself to an inaccessible square so that it couldn't move and I couldn't get to it. He is in the rocks on the below screenshot. I was able to end the battle using auto-resolve, but that cost me a unit I wouldn't otherwise have lost.
They have already stated that their internal version has a fix that will give you lots better fps/general graphics performance. It was a guy called Jesse that did some magic.
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