RED elements are new
1 09First of all I play an empire faction on a vista64 system
IMPORTANT:
MOVEMENT GLITCHES1) Units still exit cities from the wrong side occasionally (maybe because the final destination is shorter if one does not consider the terrain) example: a city on the left a mountain on the right. the only way to reach the destination behind the mountain would be to exit from the left side of a city and go around, but since the right side is closer to the destination I clicked, the game puts the unit between the mountain and the city.2) Units movement points shoud be individual, a unit should be able to enter a stack which has 0 movment points withot having its MP going down to zero. It should be able to keep moving alone if needed. Or be able to move the following turn to its full extent without having to start the turn with an handicap because the units in the same tile are slower.I STILL CANNOT UNDERSTAND THE COST OF TERRAIN WHICH SEEMS ALL WRONG TO ME3) with a unit that has 3 movement points, while on plain i can fight then move by 3 plain tiles (thus fighting seems to cost 0 MP) but if instead I move first, after having spent 3MPs the unit cannot attack... Why? (this is true for all units not only for those with 3MPs, that was just an example)
4) If i start my turn on plain next to a wood, with 3 movement points I can move by 2 regular wood tiles (but doesn't a wood tile cost 2 movement points?)if instead the same unit starts its turn in the woods it moves by one wood and one plain (this is fine because has 3 movement points) movement is messed up in this game!
5) If a city tile costs 0 movement points one should spend those MPs when entering a city not when walking out of it! make sure that entering woods costs 2 entering plain costs 1 entering city costs 0 entering road costs 0.5 and fight cost either 0 or 0.5. I just don't understand how movement works in this game sometimes one seems to spend the movement points for the tile they enter into, sometimes for the tile they exit from. Please fix or explain!6) Pathfinding: units occasionally still prefer to walk into the woods than choosing a plain tile.7) Units buying a horse should get the extra 1 mP immediately not the turn after8) By selecting a unit within a stack and then clicking on the stack tile in the map I create a nexw stack in the same tile. Very confusing: how do I put them back together without having to move them?9) Attacking while riding a horse is still slow (not sure about riding a wolf): In other words the animation of the rider's attack has not been fixed/sped up.10) Auto resolve an attack still makes lose a movement point - if a player wants to autofight is because the battle is boring. he should not be encouraged to get bored or lose some movement.11) Right after the research of the treasures and locations is accomplished, they become available, but are not wisible yet, that turn, unless one casually stumbles on them (I GOT THIS BUG BY PURE CHANCE). But if one does then they immediately become all visible. In fact sometimes locations are not visible but they become so when 'something' happens, like by having a champion walking out of a city or other actions.12) IMPORTANT: By reloading an autosave of the very turn in which a tech has been researched the game seems to 'forget' it and offers another technology. (or was that because the stuff was only going to appear the turn after?) ANYTHING created that same turn a game is reloaded should be investigated for strange behaviour upon reloading the autosave (or regular save) - (Stuff tend to disappear): including cities built by the AI, gildars, materials. researched technologies and Units just spawned by cities, maybe spells too etc... (some of these things might have been fixed but I am positive at least for technologies) in my case I had developed one of these techs that make appear new locations, after reloading the locations were not there anymore and I was offered again to choose the tech.
13) Padded cuirass is defense 2 but certain units (like forward observer) are equipped with a padded cuirass which has erroneously defense 3 (empire, not sure for kingdom) - that allow to buy a pre-made unit stronger than one that is possible to make using the same items.
13bis) Also the Leather cuirass is listed as adding 2 defense but the empire HONOUR GUARD wears a leather cuirass that offers 4 defense, and leather leg greaves that offer 2 defense instead than one.
14) Occasionally units get other unit's portrait for a few turns not sure what triggers it, then things go back to normality on their own.15) Wizards use magic in auto fight against pioneers and maybe caravans too. They use it when not needed.
16) Playing on the 3D map would be beautiful but it is very hard because the forest tiles are hard to define (certain trees look like grass) and resources are not all easily visible. On the other hand while playing on the cloth map roads are invisible.17) When a town is built by a pioneer the units that are stacked with him should automatically be put inside the town to immediately be able to defend it, instead than being shifted one tile away. In multiplayer details like that allow an enemy to exploit the situation and conquer the empty city.18) The game still recenters the map when one tries to build a new building, making it appear in the wrong tile. Apparently an attempt t fixing it has been made, because now it is build upon releasing the mouse button, which helps but occasionally still creates a frustrating situation.19) The (hidious) teleport friend spell description is idenical to that of the the (hidious) "spirit dance" correction needed (then remove them both never to be seen again!) TELEPORT SPOILS THE GAME!
20) Sometimes after dividing and reuniting groups an army end up being the leader. Unless a champion is the leader of the stack he is in, going on a treasure or notable location has no effect other han getting the same old message "only champions can blah blah" (could that message apper only once, by the way?)
21) If units within a group have the same name (both "observer" etc...) once you select them individually the window that opens in the bottom right corner does not refresh while passing form one to the next. But in this game two vary different units cold have the same name, one could be wounded and the other not, so the fact that have the same name is no reason not to refresh the image and the description.
22) Heroes still cannot magically summon units while in cities (not with themselves, haven't tried on an adjacent tile)
23) panick cannot exist in its actual form - a regenerating unit can just fully reload mana an wounds exploiting the fact that the enemy does nothing: the panicking unit should at least respond to attacks and have a random behaviour
24) All children of sovreigns regenerate mana and health even though they dont seem have the skill (bug or feature?): Health and even more mana regeneration are given with too much ease in a world where everyone struggle to recover (for units with less mana it's OK but children become too strong IMO)
25) When casting hurricane an air elemental can send an enemy next to the map border in a tile where it cannot be reached (not because of impassable ground but because it it one tile away from the area that can be reached by units - such unit cannot move either (no panick message)
26) A sovreign cannot choose which unit cast IMBUE onto if those units are in the same stack as he is - The game decides randomly
27) Occasionally after a battle the defeated unit is still visible on the strategic map but one cannot interact with it and can occupy its tile (like if it wasn't there) - that lasts just one turn (glitch)
28) In tactical battles units doisppear (are killed) EVEN BEFORE THE ENEMY STRIKES THEM (just a glitch)
29) The very turn a city is conquered its area of influence still belongs to the enemy unless one saves and reloads the game. In which case the area of influence gets correctly upadted. This has been signaled several times and it is part of those "save and reload to obtain changes" bug.
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Impressions/suggestions for balance:The game is much better. The only map I played was kind of boring at the beginning though:not much to do other than spam cities and being pennyless for about 100 turns even though I almost only researched "domination". Players need more gold, but with gold they shouldn't be able to buy pioneers. SUGGESTION: Maybe pionees should stay as they are but in order to be able to build a city they should spend food.No money from killing bandits a mosters is a big change, my economy was based on that... Now?Besides I ended up not having armies for a long time (no money) so I really had nothing to do other than wonder in a desert world for 100 turns, occasionally building cities. Would be nice it cities coud sopawn several armies at once (like in Napoleon Total war) instead than passing time regrouping armies coming from everywhere. Too many turns before something happens in this game, which is going to hurt the multiplayer experience.SUGGESTION: forests should be full of aggressive but WEAK critters of all sort which pay a little money (much less than it used to be) when killed, occasionally a stronger one should appear. That would also give players things to do.With so few monsters around I felt encouraget to spam cities even more, instead than defending. I definitely of liked it better when there were more roaming monsters. It was an original concept that of being forced to defend cities from inside treaths. Maybe the frequency of monsters should be an option to set at the beginning
Does the better low level armor available in the shop have to be patched like that? At turn 150 the empress owns 10 cities but looks like a hobo. If it was an armor I found OK, but at least when I buy it... (not very important I know but kind of spoils the atmosphere)
The enemy sovreigns should ALWAYS stay in their city , like in Age of Wonders.
The AI advances and attacks with single units instead than preparing stacks.
Would be nice if heroes could build watchtowers: small forts with a range view buildable everywhere. great to defend bottle neck passages or roads.
Would be nice to have dominium spells like in age of wonders: a spell that inflict wound to every enemy anywhere in the territory, a spell that keeps covered with fog of war all territory, a spell that slows down all enemy armies and all that.Ships are still useless since there are very few places where one can disembark. I would make ports available also in small cities, maybe upgradable when cities grow (they would allow to build better boats). Need to teach the AI to use ships, that would allow island to be actually usedand boats to be necessary.[Movement frustration make developers want to build moon gates moon gates make me develop a rash, my rash doesn't allow me to involve the teleporting hating Age of Wonders play by email community, if they don't buy the game we won't be able to convince Brad that this game needs PBEM and my rash will get worse. Please for medical reasons add an option to remove all forms of teleport.]
Units inside of enemy cities should not be visible when in FOW, makes no sense and diminishes the importance of scouting
UPDATED
Nice list! Thanks BK!
#6 is especially annoying. The pathfinding in the game actually works but is not optimized for selecting the path with the least movement point cost. That should be fixed. Pathfinding is an easy academic problem to solve, the most optimized path is a professional problem to solve. But it is solvable.
#13's - Padded cuirass on the kingdom side is 3 the leather shirt is 2 defense. the Leather Cuirass is 4 and the leather armlets helm and grieves are each 2 defense. So I think those are mainly typos on the empire side.
#30 - I'd like to add this one to the list. FIX the Equipment progressions in the technology trees. Place the cheapest/less damaging weapons lower in the trees than the more expensive higherdamaging weapons. BEST example that needs fixing if the Kingdom side warhammer and Mace. There are others and armor ones too but this is just plain nonsensical. It needs fixing in 1.1,
Black Knight> Your observations of glitches are very accurate. I have experience most of them, as well.
You have written an excellent summary. i do, however, disagree STRONGLY with one issue. The teleport. I have a very simple 'fix' for your desire not to use teleport. Just don't use it. But please stop campaigning to remove it from everyone else's games. I feel tele is too too easy (cheap?). But I do feel there is a place for it. The only place I think it could be a problem is in a multi player game you are playing. Can't the players just agree not to use teleport?
Ideally, I think all the spells, units, unit stats, items, etc should be customizable from a user screen upon creating the world. But i would leave it in, not take it out. Leave it in for those who don't dislike teleport. Best choice would be to allow eachof use to customize our experience of EWoM.
19) The (hidious) teleport friend spell description is idenical to that of the the (hidious) "spirit dance" correction needed (then remove them both never to be seen again!) TELEPORT SPOILS THE GAME!
stfu about teleport. do you realize how annoying you are? i had some time to play this game yesterday and i had several groups of heros exploring the map, it took a long time. i wanted to regroup and reorganize in order to move to a different phase of the game; but i was incredibly far away from my cities. so i choose to not to take 50 turns just to get back to my territory. I used teleport. STFU about teleport. removing teleport would make this game unplayable for most people that aren't you. if you do not like it DO NOT USE IT.
JUST STFU ABOUT TELEPORT YOU ANNOYING TURD!
Thank you, after all that work, all you have to say is something like that.
When the game is balanced you'll have many armies and you won't have to use one stack to (jump around and) do everything, which by the way is something all wargames struggle to avoid.
I don' use it of course, but in Multiplayer it will be (ab)used.
The empire armor problems is becasue their default units use human armor. It looks terrible on them, doesnt fit, and has different cost and armor ratings.
Good list. I've encountered a number of these as well.
One thing about the Teleport which makes me think it's going to be hard to balance: if the AI would start using it and pounding on PC's like we use it currently, it will really make it hard to defend against the Force projection army Frogboy has discussed elsewhere. Can the AI use it well? Maybe it would be more fair to have a limit on the number of units or even weight limitations (no elementals, giants, etc) to make this better.
MoM had several answers to quick movement:
Pathfinding
Endurance
Items which gave faster movement
WindWalking
Flying
Myrror
This variety offered real options with the slow movement issue. It seems like some of these are in Elemental but are still a little rough. If we have more options, I think Teleport would be not as needed. I enjoyed coming upon an army from Myrror, and the Flying option was really important to my fun as well, but at least it was more predictable movement you could see coming at you.
Great list ,spotted most of them too.
About Teleport; Why not avoiding abuse by permanently removing mana to the caster ?
HAHAH If that's the only way to kill it where do i sign? It would still be a brilliant medieval wargame!
No really, teleport is a very powerful issue, one that can change drastically the gameplay. Having it as an option would alllow to have two distinctly different ways to play the game, one more strategic and realistic the other... well... more practical to mop up the map in the late game, from the last surviving enemy. It is just for the multiplayer that I am worried, I fear it will be a cheap short cut to come back for lame players once the enemy managed some brilliant maneuver, and an encouragement to just have one superstack instead than a realistically well developed empire. But we are going off topic.
black-knight if your aim is to reduce the teleport issues in multiplayer, might a possible option be to restrict teleport to two or three single units with the caster and block the parties,squads & companies of units thereby making the stack of doom impractical/impossible for teleport.
harpo
In v1.1, mana gets stored and has no mana cap. Thus, a cost of 15 isn't that big of a deal then.
While that is probably a step in the right direction (at least something we have seen working very well in other games, like AOW) I am a bit afraid regarding teleport since it is an issue that I feel is particularly determinant in encouraging superstacks doing all the work. A mana pool where units will swim freely with that teleport aberration. If you don't want that a couple of superstacks do all the work you have to find a way to control that. AOW ended up making teleport optional (later they decided to make all buildings optionals but teleport was the one problem that started it).
Obviously it's not my game it's Brad's so I can only make suggestions even if I have a humour that not everybody understands or appreciates. What I am sure is that a mana pool definitely encourages teleport in such large maps. Teleport encourages to concentrate strong armies into very few groups that will do all the work. Is it practical if no other solution is found? yes! Does it go with the feeling of living in a huge epic world? Hell no! (Do I like it? #§%$µ*$hi&@!!!!! )
Try to find options: wargamers will like this game more.
(Not a huge game breakers in itself, since wizards will still be limited by their essence I believe, I am more worried about a few stacks doing everything instead that having armies strategically placed around the map: that's where my opposition to teleport comes from!)
For now my only solution is that only wizars could teleport, without armies... an alternative to make it optional, since a hero alone can't really win a battle. TP would be a way to escape troubles like that... Still a stack of teleporting heroes could be very dangerous.
frogboy I have found an interesting ?bug? to do with daggers/swords/mace/axe/hammers, in that a unit with high combat moves can strike a enemy unit within the movement area with the weapon(which I think should be a adjoining square weapon) WITHOUT moving.
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