While the first impressions are still fresh, please go here:
https://www.elementalgame.com/journals
and vote on what you think of Beta 4.
Thanks!
And another +1 for this guy, too.
I voted Fair. Here's why:
- Essence is a huge improvement over per-turn mana upkeep and unlimited city spells
- Outpost upgrades are a great idea
- Re-arranging the build queue and saving the progress on items was sorely lacking! Thank you!
Unfortunately:
- You cannot rearrange items in the build-queue which require flipping between pages. So, if you have an item on page 2 or 3 of the queue, you cannot move it to page 1 or page 2, etc.
- Units stationed in outposts should auto-defend anything in the outposts zone of control, otherwise you have to spend way too much time building massive armies of units to protect your stuff, and you have basically no chance of protecting against high level mobs until late game
- Outposts should be able to build better defensive structures so there is some hope of defending against high level mobs in the early game
- Even with warden, some high level mobs still "accidentally" walk over your outpost and destroy it or attack your units stationed at the outpost. Oddly, if you move the units out of the outpost, this happens far less.
- High level mobs wandering around in the early game SUCK. It makes the scout trait far too overpowered as it is a HUGE advantage to not have to worry about those high level mobs while everyone else does. There is simply no way to defend against them until mid to late game and there are too many of them and they attack too frequently.
- Pioneer spam is still crazy.
- Battles still slow down making the game nearly unplayable.
- Have had several CTDs in each game.
- Magic is useless early game except for city enchantments, then overpowered late game.
- Level 5 towns can select a 1% interest on treasury balance, but it doesn't work right. It seems to act more like a 10% interest or so. This basically means that the person who first hits a level 5 city basically wins if they stop buying things until they hit 20k balance or so. I was making 700+ gildar per turn at that point.
- Money in the game comes in too slowly until you get a level 5 city, then it's suddenly way too quickly. I had 27 settlements (2 fortresses, 3 conclaves, the rest were towns). I simply couldn't save enough money to upgrade units or heroes at a reasonable pace even with that many settlements until I got my first city to level 5.
- Something is wacked with studies; I had 1 research in a city, built a study, and still had 1 research. Then I upgraded to a school, and still had 1 research.
- Unit wages cost too much. You just can't build enough troops given the income level of cities to even reasonably defend your territory until very late game. You pretty much HAVE to get the warlord ability to cut unit costs in half to even have a chance at defending yourself.
- As others have noted, arrows still come in from the side.
- AI is still stupid. If it's attacking a regenerating unit which is fleeing, it still stupidly tries to get first attack constantly, which just lets me regen all my health and re-engage. At least it stopped chasing the most hurt unit to the exclusion of all others!
- Mana shield doesn't work at all on quick resolved battles, only tactical ones (even if you auto-play it in tactical mode).
- Adding a lumber mill to the build queue then removing it wipes out the forest and if there is no other adjacent forest, you can now never build the lumber mill again.
- It takes way too long to upgrade from leather armor to something useful so you can hold off the high level mobs wandering around.
- Auto-play tactical wastes mana and combat turns doing things like casting fire / cold resists when no units in the battle can do fire / cold damage.
- Lots of other stuff is still broken.
So, while things have definitely improved, you still have a LOT of work ahead of you before it is release ready. I would say at least another 6 months or a year of polishing if you want a good release. Probably 1.5 - 2 years if you want an excellent release. An excellent release would be one where all of the bugs which are currently known as of today are fixed; the game can be played for 72 hours or more without crashing to the desktop; the game doesn't slow to a crawl as you progress; melee and magic are balanced with respect to each other in combat; you have more spells; you address the defensibility of resources in the ZoC of the outposts; you fix income vs upgrade costs vs maintenance on units; you fix the stupid AI in battle and make the outcome of quick-resolve battle at least count the spells and things cast on the units; you make the AI in auto-play tactical not waste resources and time; etc.
Very impressed with Beta 4. I'm still getting a feeling for the new tech trees. Love the in-place upgrades.
Shrink is still brutally overpowered and broken. Any unit/creature hit by Shrink has its attack power reduced below zero (the broken part)Edit: The Shrink Spell seems to be working properly, the broken effect comes from weapons with the Shrink Enchantment
Holy ***t. I just moved things around in my queue and they retained what had been put into them so far.
That caused me to save my game, exit, come here, and vote Excellent.
That, and the killer new cloth map. Love playin' on the cloth map. And the city thing.
I'm loving the hell outta this game.
Not sure if anyone has mentioned it yet but it would be great if we knew what enchantments on both allies and enemies did in battle in case we were some sort of wierdo that did not memorize every spell in the game along with the amount of shards everyone has so far. If someone has casted say blindness on my sov I would like to know what it does, if I cast it on an enemy I would like to know what it does before I spend mana on it too. I could take a wild guess and say it reduces accuracy or maybe dodge, or maybe both. Considering its a numbers centric game it would be nice to know the numbers involved.
While on the topic of Magic, if there is any spell that does not get powered up by an associated shard (or combination of shards) it should be removed from the game until someone can spend a few minutes to add a formula to make it interesting and relevant to a game called 'elemental'. As a side idea it might be nice if magical equipment was also affected by shards. As a rough ex. Lightning Spear does 12dmg +0-3 per air shard, or Elementium Armor has weak starting stats but can be powered up by shards for +1 dodge per air shard, +1 armor per earth shard, +1 attack per death shard, +1 hp per life shard, +1 accuracy per water shard (randomish names/stats). I might be a bit crazy but I think everything magical in a world where magic comes from shards should be buffed by shards.
And, I just noticed that when I put a dude on Guard he disappears from the list on the left. That's it, game's ready. Roll 'er out!
I voted Good. Beta 4 is another huge step forward, great job Stardock! This game gets better with every iteration. It has a ton of strategic depth now. The new city mechanics are really fun. I find myself thinking a lot about what role each city will take as it develops, and I love that I never run out of things to build. In beta 3 I often found myself thinking "hmmm... what to do with this city now?". But not so in beta 4!
There are only a couple things that kept me from voting Excellent:
1. The same old bugs that everyone has been reporting for months are still there. I won't bother repeating them here, it's all been said before. But that's OK, this is a beta after all. I expect all these remaining issues to be taken care of in beta 5, once all the core mechanics are in place and nailed down.
2. Diplomacy could use some polish. The treaties & trade screen is OK, but I don't like the dialog boxes that only give you one button to push in response to some event. For example, let's say I make first contact with Resoln. What if I don't want to say "nice to meet you Ceresa"? Give me more options like "You shall rue the day you set foot in my territory!", "Begone with you beggar queen, your nation is beneath my contempt", "You are welcome to visit my capital and we shall throw a great feast in your honor", "I sense this is the beginning of a very profitable relationship", etc etc. I want more conversation options, and I want the dialogue to continue back and forth for a bit. If a monster says "Looks like my dinner is coming to me tonight", I want to be able to reply "I shall enjoy mounting your head on a stake for my people to admire". In short, please please please expand the conversation options, and make meaningful consequences for saying different things (i.e. if you have a lot of influence maybe you could talk bandits into joining you instead of fighting, etc).
Had a fairly long session yesterday. Difficulty BEGINNER, with one less opponent to have more room to maneuver (to avoid going 1000 times through the initial stages of the game). So, some more organized thoughts.
What works:
What doesn't [really] work:
What's even worrying:
I'll keep playing some more of course. I will say this, the game finally FEELS like a game, and it feels like a WHOLE. There are some many nice things that fit well and work well with each other. Unfortunately some issues and design choices that go waaaaay back still drag it down and keep it from blossoming into... what could have been. And I don't think it should even be released before it reaches an acceptable level performance-wise.
So I love this game and I know it's going to be great. The balance struck between TBS and RPG is pretty amazing. I especially like the changes made to the animation system and also the outposts/essence system that everyone has thus far been raving about.
That said, the magic system needs to be made clearer and ordered in a more logical/concise way. Going down the warfare and development trees make a lot more sense and seem to be rewarding tactically while the magic tree, besides a few techs relating to mana, seem... not so rewarding.
It also seems that hero leveling has really been scaled down and that all in all, pacing has been slowed down a bit too. I think this is fine, but I'd still love to see super high level heroes cropping up in epic games. It seems that, right now, I can get to level 10 and breeze through the toughest monsters end game. It seems that, since last patch, a lot has been removed in the way of character depth/itemization. Or maybe I'm just never seeing it because games end too early?
Anyway, I really like the tenants of the game. The bugs are there, of course and I'll probably not be touching the game until the next patch or release, because I don't want to burn myself out on this current beta. Looking forward to release!
I voted good - I am really enjoying the new cities, essence, the new spellbook, the outpost upgrades, the new animation system and the various UI and graphical improvements, all of which mesh nicely with the rest of the game to make it almost perfect.
IMHO, the Stardock team needs to cut back on further feature development and spend its time working on fixes for all those annoying bugs and UI tweaks that people are mentioning, so that we can get off that discussion. Then perhaps some more features can be added, but the game seems feature-perfect as is for a first release, and I think most people would be happy for any new features to come via expansions or DLCs.
Having played for several hours, the most annoying bugs and/or UI issues for me in order of priority are:
- the slowdown in tactical battles, which seems more frequent and more severe in Beta 4
- the lack of a "go there" button when one of your resources is destroyed
- the lack of a "moves remaining" indicator next to the unit icons on the left of the screen (similar to the "zzz" icon for cities which are idle)
- the redundant "you have found an item" dialogue when you find an item
- the wildlands bug which prevents the quest from finishing if you've saved and reloaded (not sure yet if this is in Beta 4)
- arrows still flying in from the left side (persistent issue, still present in some occasions in Beta 4)
Seriously, if the above issues were fixed and some other, smaller bugs are quashed, for my tastes the game would be close to Release Candidate stage...
It's coming along very well indeed. Just wondering, though.... Leatherworking is missing leather chest armour?
I'm still very keen on multiplayer (with tactical battles) It's such a perfect game for it with simultaneous turns.
ummmm... how do i delete this double post?
edit: Maybe I'll make use of it.
☻The missing leather chest piece was on an old hero with a custom "no armor" race, but shouldn't it still be in the store for champions?
☻I noticed Venom III, and probably all poisons, still applies when the enemy dodges. Wouldn't the poison not take if it didn't enter the bloodstream through a wound?
☻Enemy Ash Mage projectile came in from the left screen again, but its a lot less common. Also saw it once with ignis bow. Tactical map specific bug maybe?
☻An out of place ~7sec delay after an Air Elemental cast titan breath. We have guardian wind on.
☻Return of a strange tactical battle slowdown. 1FPS. Not my 64bit win7 2700k rigs fault.
And last, but not least,
♦ Can't enter Ancient Ruins even though I have erogs journals! I think all questing might have bugged out.
Everything looks better and everything seems to run smoother. My problem with this new beta 4 is, I'm not getting the excitement and immersion that I received from the early beta 3 games.
I am perfectly aware of the settings. My point is that auto-end of turn needs to be disabled in its current state, something all the beta players already does, but is simply a terrible default in the current state of the feature, so it should be turned off by default, or even better, it should be fixed.
Edge scroll can be configured to a lower delay, but it can not be configured to work sanely. It is neat they have an alternative way to scroll, but being a PC strategy game, my first expectation is that can be navigated like a PC strategy game, it is only after a lot of pain that you are forced to navigating it like an iPhone game (though it needs kinetic scroll for that to really work great as well).
WOW! EXCELLENT WORK! I can't stop doing just "one more turn." In fact, I alt-tabbed out to write this
There is so much more depth all across the board. I love the essence system, especially regarding enchantments and such. By release, you are going to have a classic game on your hands.
Not sure what to say. The game is amazing in that it has tons of options and depth. At the same time, here is no military strategy to speak of and the RPG elements are for the very late game only. The first hours of playing I find myself defending from random monsters and clicking end turn. It's not fun.
Can we please have access to the mod tools soon? I'm beginning to realize that I will never enjoy vanilla FE.
I remember a game on the Amiga, called Perihelion - which had possibly the best tactical, turn-based combat that I can remember. It used Action Points rather than Initiative (the unit with the most AP's moved first etc), and fully integrated the landscape into the tactics - ie you could hide behind walls or heaps of rubble, and get the relative defence bonus. You could sneak, back-stab, charge. Re-loading weapons cost AP's - which would make lighter bows more attractive than heavy bows as a pay-off against more damage. Spells were really quirky and not at all cliched (there were no generic fireballs or lightning bolts). I remember going into every battle thinking, woohoo, here we go again! - and this, I think, is what FE needs to acheive, through more complexity, strategy and immersion. If battles take place in cities, I want to see my units fighting in the streets, fighting wars of attrition that take real thought to win. There just needs to be a bit of imaginitive and strategic thinking with this.
one of the problem i see with early game that its very hard to get spells
Not only in the early game.
I can interrupt the game I was trying (on Beginner) since I dominate already, and the Magic Tree is almost completely researched: the most powerful of my very few spells is Summon Ice Elemental, which with 3 water shards still sucks. My regular units can have this guy for breakfast.
Magic is indeed, once again, almost absent from the game. They way it is woven into the game is basically wrong, imho, and would need to be reworked just like cities did. Unfortunately if you don't have the courage to extirpate a flaw earlier in the development process it becomes very hard to do it later.
Even the RPG aspects seem to have been stripped off: in the final stages of the game my heroes are basically still in rags and haven't found any memorable equipment - just a few trinkets, and I've done "Epic quests" too. The development of the heroes themselves is too random, you can't shape them as you want, and you end up with a patchwork of abilities.
The game can be fine as a strategy game, assuming the bugs and technical issues will be ironed out: as I said it's beginning to work as a whole. It's just not what many of us were expecting from a MoM successor, especially regarding magic and heroes. This is my first impression of Beta 4, at least.
Really? I had none of that with Beta 3, but I'm finally getting it with Beta 4. I actually think about this game in ways I never have before. Perhaps you're just a little burned out?
Methinks that FE just isn't the game for you, then.
I wonder what kind of clever angle people think they're having when they do such remarks - using even the exact same words used by Brad in countless posts. Do you get a reward?
As a matter of fact, the CEO himself asked customers to give their opinion of Beta 4. This is feedback. Also, it's been said repeatedly that FE aims to a 90+ score reviews-wise, something that apparently (judging by the poll itself) would not happen even if all the reviews would be made by fans. So, maybe this is useful feedback after all, isn't it?
Also, he inquires about mod tools, which were also heavily advertised with Ewom. 100% legit and helpful post.
I am really enjoying the new build! it is buggy, but it is a beta. I like the new city management, the outposts are good and essance adds a lot. What i really like through is how the new build demands that you make units. Before you could pretty much get away with a good stack and maybe another when you went to war. Now you needs units. The economy is working nicely.
It still needs polish, balancing, more quests + items and some serious bug fixing but overall excellant.
Goodwork guys you should be very pleased with all your hard work. Keep it up and you will make a fantastic game.
Well, I hate to say it, but I think that I've finally realized that that this just isn't going to be the game for me. There are lots of neat ideas, but I guess I was hoping for something with a little bit more strategic depth, amongst a short list of other less important things. At this point in development, I think that it's a little bit much to hope for.
Anyway, I'll be around keeping my eyes out for mods, and I'm still interested in the possible third incarnation of the series, but I think that we should maybe take a break for a while and see other people.
It's not you, it's me.
Agreed.
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