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 -
That list looks like months of work.
Adding to my previous post, Imbuing magic should be element based. So you would have to imbue a champion several different times in order for them to have all of the spells available. Each time would increase their essense and decrease the sovs, but to sacrifice say 12-20 essense per unit would balance out the strength of magic.
These were posted in another thread. I'd like to see magic seem as epic as the title of the game suggests. Its good to have regular armies, but I'd like magic to be a large focus. Also, the magic system should be self correcting so that it is balanced. Anyway, thats my thought on improving the gameplay mechanics
Here is the link to the original post: http://forums.impulsedriven.com/393732
Adding to post: Caravans need some automation. They get destroyed and rebuilt so often, it would be nice if a single way point for a caravan and all of its successors would be established. Also, when a caravan is defeated, a message box came up that asked if you wanted to replace it yes/no. Then, once it's built, it automatically picks up where the last one ended off, going along the same way point path.
Even better would be caravan guards, so that a caravan wont necessarily be destroyed instantly.
More terraforming options. Things like plant/destroy forests, lower land into waterways, Summon full mountain ranges instead of one at a time (or a multiple turn spell cast that immobilizes the character performing the spell).
RE: DEAD SOVEREIGN SUCCESSION
Have some kind of reversed Golden Age, the whole kingdom mourning for their lost (Beloved?) Soveriegn and some anarchy (No production, loss of buildings / troops) within the lands for a few turns.... And Definitely hand over the reigns to the next in line (Taking into account all diplomatic possibilities! Family feud & and a kingdom split in half? ! )
Am I the only one who feels sad not seeing any significant Magic improvements listed?
Having minimal damage will make it a bit more useful, but thats not proper solution. As long as you keep doing rolls vs DEF, it will suck.
And no Global Enchantments or any Magic Diversity either.
I would love to see the mortality of sovereigns, so that descendents could take over the throne (why else would we need to know who was 1st, 2nd or 3rd in line of succession?) - and for dynasties to continue spawning to the end of the game. One issue that currently exists is the reproduction of identical offspring, and other NPC's - I am married to Lady Sculla, and another identical Lady Sculla has spawned later in the game. And I have two grand-children, married to identical twins of the opposite genders. This just breaks your immersion in the game, and your own story.
Yes, exactly! If you were able to choose who took the throne (and they were not first in line), the other siblings might well feel aggrieved, and plot or revolt against their faction - perhaps defecting to another faction, to do so from a distance.
That's good to know. But do we have to wait for a big patch with all these other additions/fixes, or will they give this a hotfix, like they did with the archer thing after 1.05? I honestly have no opinion of this game, because I can't play it beyond the point where there's more than one city on the screen. There's alot of us, and for us this issue is as bad as the issue some people had with the game crashing.
I've had the game since it came out early, and I haven't played it, not really. I check how it runs after each patch, but that's it.
Hotfix, please!
the fact that death worship does nothing is listed. yet influential, civilized, great warriors, and brave all also do nothing. additionally civilized doesn't even mean anything as establishing cities doesn't even have a cost.
i hope all problems like this are lumped under "xml errors" ? because theres a bunch more too!
Strength of Grouping Types gets Out-Of-Control “Squads get *very* powerful. I don't think a champion-centric strategy is viable after the first half of a game.”“A company needs to be handled in combat calculations as 12 individuals where each individual gets some sort of bonus for being part of a larger team. Treating it as a single mega-unit is both counter-intuitive and has a nasty impact on the rest of the game.”“Beyond re-designing the way mob bonuses work, combat desperately needs to separate the to-hit & to-damage mechanics. But if we're in the armchair designer corner, I have a couple of pages worth of things I'd like to see included, like rules for what units can actually target, how unit morale and army morale are handled, and many, many other things. Basically, I'd like some proper wargame mechanics instead of the "simpler & more broken than Disciples 3" mess we have now.”Lots of Damage Calculation Feedback here...http://www.quartertothree.com/game-talk/showthread.php?t=60936&page=13
Combat Calculations (Glass Cannons) “On first glance it looks reasonable: attacker generates damage between 1 and their attack value, defender reduces that by 1 to their defense value, and the defender takes the difference (if any) as damage. The problem is it is not unusual to get units with attack and/or defense in the 100s *but* it is almost impossible to get units (especially heroes) with that many hit points. That means if your super duper level 20 fighter with 100 attack and 100 defense runs into something like a troll the troll can kill them with one blow OR do no damage whatsoever.”
Especially these ... please no more Attack stacking + Defense stacking (treating companies as mega-units), as well as no more TOTALLY RANDOM DAMAGE and lack of HP scaling for Champions.
I would make different methods of succession part of the civ tech tree. So if you unlock "succession", you could then alter the line to agnatic succession, partible inheritance, equal primogeniture, etc. Each would have a benefit and a detriment. And, of course, suddenly switching from one to the other could cause civic chaos and even civil war.
One thing I didn't see mentioned that surprised me was Truly Random Maps.
Hopefully, we'll see some additional spells as well.
as well as additional creatures/monsters and
more diverse tech trees for each faction.
.xml file details (more mod examples)
How about the option of having heroes join a squad to get them more survivability mid-late game just like you do in Dawn of War?
Squad gets bonuses from the leader, leader gets strength of the numbers thru his squad...
Yeah crazy us, wanting to be able to play a game we purchased. I saw a post where they said they managed to get an additional 10 - 20 fps. Hardly a victory when the map is F**KING STATIC. No need to do physics, AI, or anything else in real time - just the rendering of (simplistic but nice) graphics.
Ideas and Suggestions:
If this hasn't been mentioned yet The monster resources (dragons, ogres, drath, etc...) you can get in the game should be upgradeable and/or the units should have the ability to level up. At the moment they are not worth the cost of training. Maybe click on the resource and pay X amount of gold and/or resources to upgrade. This would allow additional units from the resource with new abilities and/or new stats.
Hopefully I have just missed this somewhere in the game.
About grouped units, besides making them more balanced they should be able to readd units to the group after taking losses in battle.
Magic spells seem to get very very sparse at levels 8 and up. Need alot more spells and please give me an alternative to summon demon. Maybe summon angel?
One of the things I like is the unique buildings. Would be cool if you guys added more. Makes the cities more unique. My idea for a building would be a golem factory that you can get from the magic research tree. These guys could be built without losing people in the city and they would cost more materials and metal than gold. Maybe golem upgrades could be worked into the magic research tree and as rewards for quests.
With research I would like to see the tech trees deepened and widened.
Diplomacy would have more teeth if research gave additional diplomacy point income with most of the research. Also maybe put in an ability to hire monsters in the diplomacy tree along with the paridens allies and the other tech.
With the deepening and widening of the magic research tree I think the additional magic books combat, summoning, life etc should be split into different research items. Gaining one of these should give you a several unique magic spells at every new level.
I don't get it. This list is huge. The "master list" is basically a brand new game.
Doesn't really help things, though, does it?
It's out. Saying it shouldn't be doesn't really do much.
well, at this early stage Elemental is probably more platform than game.
It still bothers me that "Wisdom" at character creation becomes "Essence" in game. Also... no undead? No models for undead, at the least? C'mon... throw us necromancers a bone, already .
Mana Regen:
I like the fact that you have limited amount of mana in the first half of the game. There could be a level, tech bonuses to sovereign mana regen. Attributes that you could choose for your sov/children/champions.
Attributes:
Have different kind of to choose from when you reach certain levels. Stuff like magic resistance, +10% against ogres/dragons/.... Some of these could have a radius for your other troops so your champions would have a purpose in late game too. Maybe you could have a tech that allows you to assign your champions to a party, so he would grant his bonuses to that unit.
Starting locations :"Never once was I on the side or a corner.”
In my current game I started in a corner, having mountains and sea blocking my advance, could only go east thru a mountain pass. Nice map.
Reading through all this prompted me to add an ohbytheway.
People posting complaints here seem to fall into three categories:
1. People who cannot play the game due to stability/compatibility/hardware issues which may indicate that the game was not yet optimized for their particular platform combination.
2. People who can for the most part play the game and have gripes about gameplay issues, AI, UI, balance, programming glitches, unimplemented features, etc.
3. People who have suggestions on how to improve the game with additions/changes/mods.
Some of course are a combination of these. In my earlier post I was more or less in groups 2 & 3.
Here's my suggestion: Tackle the game's problems in the same order: 1, 2, 3. First get everybody able to launch and play the game consistently, no matter what their platform and hardware. Second, deal with the game's bugs and glitches, including AI and similar issues and non-working features. Finally, work on adding the neat stuff and making changes that people want just to make the game cooler.
If you spread your programming resources out too much trying to tackle all three issues simultaneously, I fear that too many people in category 1 will suffer at the expense of those in 2 & 3. Group 1 paid for a working game and deserve it.
If you have the means to split programming resources, I'd suggest something like an 80%/15%/5% spread of them over these three categories, at least until the majority of #1's issues have been mostly dealt with. I'd think that the goal is that 95-98% of all game purchasers should be able to play the game if their rigs are reasonably mainstream. The 2% to 5% that can't play a stable game after all you do, may have their own rig issues including OS, BIOS, drivers, etc which they have a role in fixing too. Give them some good leads based upon analysis of their failure logs.
I really want the game to succeed and want all my fixes & changes addressed some day, but to be fair, since my game basically works now, I do not want to get my less urgent needs met at the expense of those purchasers who can't presently play what they paid for. I can be patient but they may not be able to be much longer.
For me at this stage performance is stopping from enjoying the game at all. and honestly. I really hope this is going to be hot-fixed and ASAP. I havent really been able to play at all to find the other bugs, and no thanks Id prefer not to be relagated to cloth map
ZOMG give this to me now! This is the single biggest issue I have with the game right now (aside from, y'know, not actually being able to finish a game). Give me this and I'll at least be able to enjoy running around with a big army treading on people's toes instead of dreading a random crash that will reduce my slightly bandaged uber-army to a rabble of useless solo troops.
Also: Give us the current XML files! The ones that are actually in data.zip (also, don't use common application extensions if you're not actually using that data format, that's just sloppy) so that we the people can go through and fix all the typos and mismatched InternalNames ourselves without having to wait for the next patch.
Hi guys, been really busy so didnt get to add to this list but i didnt see:
1. Allience does not work, i.e if war is declared on me my allies don't declare war on aggresor. Also A.i have never allied with other A.I, maybe because they know it doesnt work lol.
2. The randomiser does not work properley, i have checked the core files and their are a load of NPCs, quests and goodie huts that are never spawning in my games. Not sure if these are campaign only as i havn't started it yet.
Great work so far guys keep it up.
Sounds about right. The 2-ring 1-amulet suggestions I've seen seem a bit too much. One pack seems fine because "pack" sounds big & heavy, but anywhere from 5 to 10 rings and from 3 to 10 amulets.
OR..... permit just ONE of each TYPE of ring & amulet, and have lots of different types, including some rare and hard-to-find, and some very expensive. So, after you get a ring that increases movement by 1 for 200g, there is another one you can buy if you are desperate that also increases movement by 1 but costs maybe 2000g.
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