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 agree with the non-quoted points, but DEFINITELY this. Especially if sovereign death and succession become actuality. Let me form my own family through marriage with heroes.
Love the idea of a weaker sovereign/heir taking over if your sovereign dies.
And how could the QA team miss all this?
And not to let this post end in negativity and add something constructive instead: Please, please please add more sounds to the game. Even MoM had unique sounds for it's creatures, and that game is nearly two decades old! Compared to that, the sound in tac battles in Elemental is very, very weak. The music kicks ass, no problem with that, but to call the few sound effects that actually do play "generic" would be a huge overstatement. No "ready" sound for my huge Ice Lord? No awesome foot thumps when he strides across the battlefield? No mighty crackling of electricity when the chain lightning immolates a pack of nasties? No sir, not in Elemental. And that's just basic polish.
if would like the changes
it may be said already, i didn't read all five pages but during tactical combat the old "i go and then you go" isn't working. i know you have said that you are cleaning up the battle stuff, i just want to reemphasize that. either simultaneous attack, or combat speed determines who go first is a must. other than that all this looks excellent. i can't wait.
oh and i am not sure what brad meant by shared mana pools, but i DO NOT want master of magic style mana. it was great for that game, but i like my champions to remain unique and individualistic.
Great to see the "Master List" being put together. Cheers!
I am also having the extreme slow downs and graphic anomalies in mid to late game even running in map mode! The video card was just sent to me as a warranty replacement. It's brand new and runs perfect playing my other games (Starcraft 2, Mass Effect 2, Dragon Age, etc.,)
The game slows down to a crawl and restarting the game does not help. I have to reboot the computer to restore performance for this game. Just this game. All other software on my computer runs smoothly and without issue.
System Specs:Motherboard: Biostar TForce 550 SE (Bios Version N55SB-A2T)CPU: AMD Athlon 64 X2 6000+ Windsor 3.0GHzGPU: Nvidia Geforce 9800GT 1GB 256bit GDR3 PCIE (Driver Version 6.14.0012.5896)RAM: G.SKILL (4 x 1GB) 240-Pin DDR2 800 (PC2 6400)
Operating System: Windows XP Professional 32Bit. SP3.
Maybe it's me (and it probably is) but I didn't see that shards need to be fixed when it comes to magic damage.
That should have been the first one on the list!!!
You guys are doing a great job prioritizing and consolidating feedback. I really hope you are able to turn this game around
Pretty good list - however I can't read through the whole thread.
Sadly my two crashes aren't listed. But I didn't yet report them due to a lack of time + confidence that 1.06 would fix them. Well, it didn't. I basically get a crash when I load a game while playing a game (application not responding) and an out of memory on my W7 64bit - but with an NVIDIA graphics card. I'll try to support a thread and the dmp files tomorrow or thursday.
cheers.
€: argh organized is on the list.. but I don't want to loose it! (my first son had 5 or 7 moves (can't remember exactly and can't reload) when he grew up.. traversing the map with him was an amazing experience...
€2: Well I'm reading through the list while I wait for SC2 to patch... totally agree on AI on house building. The first enemy I killed had a good tactic: he got himself killed easily but ruined my footproduction with the cities I captured from him until I realized that he built WAY too many huts (I demolished ~80% of his huts in every city I conquered)
LATEGAME slowdown?? The game drops to 15fps the second you put a city down. "lategame" doesn't sound like the same problem that twe all have in this thread: https://forums.elementalgame.com/391334
I hope you just worded it wrong, or that fixing one will fix the other, because it's really hard to play like this. I've had to put the game aside and wait.
Anyway, thanks for all your hard work.
This happened to me a few times. The issue for me was that the autoresolve or explore moves weren't taking place unless they were on-screen. It wouldn't let me end the turn until they were complete (which would happen after I zoomed out to look at all of my units).
Not sure if it's been mentioned: but for UI improvement, how about naming the building somewhere in a mouseover when the destruction tool is active, rather than clicking then Yes/No to find out the building name?
Will we get a pre-release of 1 day on the patch too ?
One thing I would add is being able to change map parameters, you can already determine the size and if there are or aren't a few things but it would be nice to be able to set how abundant resources are (From little meaning each one counts to very abundant). Also to be able to change the type of map, each game I've played is always a continent with me usually in the middle of the other AI, I would like to see like a Island map setting that is a mostly all islands to a Plains setting where there is very little for water features, to other types etc.
Also unless I missed something there is no way to trade with cities on another land mass (I have a city on mainland put city on coast of nearby island) can't have a caravan go through, maybe make a merchant ship of some kind that is just a sea version of caravan that goes between cities with ports.
Besides the speed issue the things I want most were listed! More skills for heros, and items. Also spells getting some more love!
Can't wait to see these come to fruition
More good news from the SD team. Excellent!
I too put in my vote for conquered sovereign's remaining cities to go independent and not just magically disappear. The remaining cities should remain to be conquered or to be negotiated with, but leaving the map with a bunch of barren tiles is just not cool, aesthetic, challenging or "realistic" (for whatever that means in a fantasy game.)
More choices going into auto-resolve would be nice, e.g. whether to allow channellers present to use mana in tac spells during auto-resolve battles, or not. A pre-battle formation array would be cool too but I know it probably has to wait.
Don't know if anyone else saw this yet, but in the one game where I did get the mobility trait researched, it did not affect any of my units already deployed - they kept their old mobility statistic. I did not see any effect upon newly created units either.
A suggestion probably too late for this game: Allow players to pre-determine if a settlement is going to be able to grow into a city or to remain a resource gathering minimalist outpost that does not add much to your territorial influence. To begin with, players might be limited to just one multi-specialty city that may or may not be their initial capital, depending upon what resources are there when it is founded. Multi-specialty cities could be limited, say to one per civilization advancement. You could add a tech to research that unlocks the ability to found more multi-specialty cities.
The game could also benefit from helping us better understand what "specialization" means to a settlement in practical terms. What if I specialize in arcane first because there is an old temple there and so get 20% arcane boost, but later a new resource like gold is dropped in when I do an adventure level upgrade - am I allowed to specialize in gildar and arcane both? It's not clear and the game is confusing about what advanced improvements I will be allowed to build later.
NPC's need to have more independent character. They should be able to go out and take on their own quests, buy armor and weapons, etc, within limits. When we encounter them, we can decide to buy them or fight them and in some cases, there might be a good reason to take them down, but we gamble if we are wrong about their goodness or badness.
Come on I want to marry that Queen Procipinee chick!
Also more spells and more spells unique to each faction. Also more "magical" spells. The current spells seem so used and uninspiring.
/Signed a thousand times!
I also disagree with the 2 rings and 1 amulet thing. I would rather see a limit on wearing the exact same item. That way you could wear 5 or 10 rings, but they would need to be different rings.
Anyone find an interest in finding + 1 charisma books in lvl 3 or 4 huts ?
BUGS:
Immortal Sovereign Wives
If a sovereign's wife runs away in combat she becomes immortal. You can kill her over and over again for experience and she will just respawn in the square she died in. I think this may be because she is a sovereign and she "escapes" death but does not get teleported to a town.
Tactical combat options disappear.
Sometimes during the game, you quit getting the option for tactical battles, instead no menu comes up and the combat is auto resolved. Once the game starts doing this, most of your combats will auto resolve without any menu allowing you to choose if you want to fight the battle on the tactical map etc.
Performance:
Fog of War causes stutter, game stutters after character movement at various resolutions
In higher resolutions using Windows 7 64bit with 8 gb ram, I get a lag when my units move into areas that would reveal what is behind fog of war. Stutters after character movement at any resolution. Later in the game, there is a slight stutter after moving any character no matter what is being revealed on the map.
Great to see the things being worked on. A couple of issues I have that I didn't see listed:
1. Lag in Tactical combat, seems related to champions on horses, maybe tied in with bow's as well, but 10-15 second lag between when I first attack and when I can do anything again. Lag occures during counter attacks, and before enemy movement as well. During counter attacks, I can hover over the enemy unit, see that it lost hitpoints or even went to 0, but animations don't occur for 10-15 seconds, which really slows down combat.
2. Hire champions that have special abilities..can't use said ability, because champion has no mana.
3. Some summoned creatures I get, have mana, but can't use spells and have no special abilities. Ice Lord I believe is one I have seen this with.
4. I also have the issue with sound effects/music just deciding to stop working, starts again after reload, I did see that one mentioned.
https://forums.elementalgame.com/393697
Teleoprt Spell Confusion/Bugs
Worth noting: imbued champions can actually teleport normally if they're by themselves or grouped with only generic units. However, if the Sovereign is in the stack with them, it'll fail. That's my experience, anyway.
Same experience.
dood that is one long list. hope you are planing on supporting this one for a while as i imagine its going to take at least a couple of months to fix all that. no worries though cause the 4x games are the type i really like to pick up and play on and off. I think master of orion 2 and sins were like the only 2 i would play for hours on end.
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