With v1.2 just about ready to go out, it's time to think about v1.3.
Before people start making feature requests, I would like to emphasize what I'd like v1.3 to be about: Playability glitches.
A playability glitch is hard to really classify. It's not a crash. It's some feature that doesn't work as you'd expect or as you would assume was intended. And if you play a game for hundreds of hours, they become maddening.
So what I would like to use this post for is to ask the regulars here to post five (and only five so that people have to put some thought into what really bugs them) things you'd like to see us "fix" about Fallen Enchantress.
I'll post my 5 later in the thread but I don't want to bias things with my own pet peeves.
!!! Update !!!
We read through this thread carefully and tried to implement as many of these things as possible. Here are a few of the things that got special attention for 1.3 which should be going into internal beta soon:
That's not the only change in 1.3. There's the usual assortment of bug fixes and balance changes. But those the above are the things that got the most engineering hours.
I think that is planned as a DLC pack.
I don't know. Just playing Devil's Advocate here so plz. don't flame me {lol}.
Example:
Army:
2 heroes {mounted, each has tireless march cast on them previously}
1 un-mounted infantry unit
2 units un-mounted archers
2 mounted units
Total Army movement : 4 { base movement restricted to speed of Foot troops + 2 Tireless March}
1 Hero heads off to Do Good {can move 4 tiles that round, subsequent rounds reverts to 5 moves {4 +1 T.M.}
2 Mounted Units turn back and head for another location {can move 4 units that round, 4 units on subsequent rounds}
Army General + 3 un-mounted units are left and move forward. They display 4/3 movement and can indeed move 4 tiles even though the Foot units are base 2 moves + 1 T.M. from Hero/General....
Next turn the Generals' army reverts to 3 moves as expected...
That's the only glitch I see with movement.
So, if I am thinking about what you guys are saying correctly, this example army should be able to move 4 units and then 1 hero could move 1 more tile separately or 2 heroes {both w/ tireless} could move 2 tiles more?
Bear with me here, and look at 2 separate situations. Two heroes {both mounted/both w/ Tireless March} can move 6 tiles in one turn. Say a turn is 48 "time units". So those 2 units can move 48/6 = 8 time units per tile at this "fast" speed.
They join up with some foot soldiers on the way to smash a Wildling lair.
Now, their movement is 4 tiles/turn. {Foot soldiers base = 2 + 2 (2 hero's T.M.s). So, their time units are 48/4=12 time units per tile at enchanted Foot speed.
This new army moves 4 tiles towards the lair, but the heroes decide to turn back and accelerate a new unit from a Fort that will help them defeat the Wildlings. They just expended 48 time units by marching with the Foot Troops, but now want extra time units to be able to move 2 tiles back towards a slow-moving foot unit coming to help them...
I guess you could say:
The Army moved 4 tiles {all plains}. The Foot troops used up 48 time units and rest until next turn. The Hero units used up {8 T.U.x4 tiles} 32 T.U. leaving 16 T.U. for their additional 2 Tile movement back towards the new unit. How?
Do we say, the heroes have Tireless March cast on them so they can ride through the night 2 Tiles w/o resting their horses?
Or, do we say, this Army is a unit w/ wagons, cooks, retainers, squires, peasants, etc. and when they move 4 Tiles as a UNIT their T.U.s are used up? No additional movements because they are joined up as a cohesive Army. Next, turn the Heroes can disengage from the Army as a whole, this takes time and coordination, they get 6 Tiles.
I know its a fantasy game but think of modern day military. A couple of Tanks and some humvees are heading for Iraq. They move together at the Tanks' pace. That night Capt. MacDonald tells the Humvee patrol to head over to a Shiite camp they spotted via Air Surveillance. So those guys jump in their Humvees and race out into the moon lit desert at 70 km/h to survey the camp....What did they do? Unpack a case of Red Bull and slug down a liter each?
They are not tired from driving 8 or more hours in 100 F desert terrain full fatigues and Kevlar vests, sweating bullets the whole way?
Back to Fantasy:
If the Foot troops marched additionally 2 tiles because of T.M. then isn't that enchantment "used up"? The Heroes no longer have that additional T.M. buff and 4 tiles mounted speed is what they are left with...
Help me understand the reasoning here.
OK, here goes:
1: Let me use the keyboard to move my units! NumKeyPad would be excellent.
2: Identification of ZoC. For example by selecting a tile, include the name of the owner if it's in someone ZoC. Add an extra symbol instead of relying completely on colour, to make identification easier (light grey vs blue, orange vs brown, etc)
3: Army management without movement. A simple army management screen like GalCivII for ex.
4: Modal screens which do not allow me to check information before I have to choose (hero levelling, city levelling, diplo offers)
5: Opponent faction selection when generating games. Especially create options that don't allow twin factions so we can get rid of the wrong sovereign/faction combination issues. When creating custom opponents, I understand the random names for twin factions for my custom sovereigns, but I'd rather have a solution where it allows twin factions only as an option and then make it so that the random names are only used if there is a conflict. Immersion is king in anything with RPG elements. Magnar leading a Kingdom kills it! I am now forced to select my opponents in the game creation screen.
Bonus issues:
EDIT: point 5 is hidden? Reformatting to make the text appear correctly
Just briefly reviewed this and found these.
5) When units move they don't reveal the surrounding area as they are moving but only once they get to their destination. Cities also don't have much vision anymore and should probably be using the best garrisoned unit's sight (ie. one with best vision).
I have only two requests and both are related to modding. Note sure how complicated wither would be to implement but here goes.
#1 The ability to force unlock an item for trained units so that item prereqs only affect whether or not a unit can equip an item not unlocking an item as is the current system. So this is more of a tech system change as opposed to an item change for item unlocking. Add a line of code to items that says locked and then add in to techs a function that unlocks list of items. When tech is researched it unlocks said items. This would go a very long way to allowing more depth to game play by adding additional item prereqs.
#2 The ability to have an item be sold at a specific structure identified within the item values as opposed to having to add it in at the store because you then only have to create 1 store instead of multiple versions of a single store. Otherwise ff you wanted to make a weapon shop you would have to make a unique one for each version of the traited racial ability weapons.
Most of my general issues have already been addressed by other people, but there are two other specific glitches I have noticed.
1. Controlling the wildland city, Deorcnysse, gives a massive boost to the power rating (~200 I think). I've seen this both when I controlled it and when an AI did. It doesn't seem to make sense, since this city is pretty much the same as any other city.
2. The spell Grip of Winter doesn't seem to be implemented the same for AI vs human players. In addition it doesn't behave quite like the description says it should in either case. When I try and cast it I have to target a specific city, and it appears that the spell only affects that particular city. When the AI casts it on me it affects all my cities at the same time, and it is impossible to disenchant (I've tried disenchanting a city while under it's influence with no apparent effect). Also, any production currently in the queue is not affected (you can't add to the queue, but the city keeps working on whatever is there), so if you always have a bunch of things in the queue the spell has no real effect. Finally, it seems like the spell can continue even after the empire that cast it on me no longer exists.
You should post this as a bug report in the support forums.
I didn't see this mentioned in the previous seven pages, but is definitely an annoying item. When your army is garrisoned inside a city your power rating takes a drop. Take that same army outside of the city and guard them on a tile, and your power rating jumps up.
Of course you must end turn for the updated power rating, but I've noticed as high as an 80 power drop with a veteran army. This is an issue for a whole host of reasons, and pretty much ensures you station garrison units outside the city you intend for them to protect.
I was playing a long game on expert with eight factions on a large map and watched an enemy army circumvent a guarded army to sack one of my cities. There should be a benefit associated with guarding a unit other than not having to click pass turn for them. Enemy units get reduced mobility, or they awaken when an enemy unit is nearby
My top 5 usability issues:
1. micromanagement: add city production carryover from one item to the next2. moving units around in strategic view: fix pathfinding, add civ 5 lookalike unit move preview or at least show where it can go with remaining move allowance like in tactical view3. selecting units in strategic view: fix next unit cycle autoselect (when option is selected) before "end of turn", find a more user frienly to select multiple units, add split / merge army popup4. enhance bottom left corner: put city cycling arrows in the basic box (not in the build menu where they jump up and down), change clumsy build click sequence to require user to select a building before changing the function of the map cursor, do not require to click done except to exit this mode5. enhance top left corner list: highlight units with remaining moves, find a way to list those which are garisoned, add active spells & current build icon on top or next to city icons, expand mouse over to be the same as on the map
Great observation C.A. - thanks for pointing that one out. I wondered why AI sovereigns were always stationed outside their City whenever I was in visible range. It seemed to me a stupid thing for them to do. I could basically move my army around their city borders and attack the Sovereign & retinue w/ no reprisal from his/her adjacent City... Not that their being stationed in their City would help them much in this particular situation as my units outclassed theirs, but in a close battle it could swing the battle in their favor...
Playing 1.2 has quickly reminded me of several annoyances:
1. All your units move when you load a saved game. ARGH! For the 100th time, FIX THIS!!!
2. I will click on the other side of an AI outpost area thinking my unit will just move the five spaces through the outpost area to get there. Wrong. The unit will turn and run the other way taking some crazy roundabout path that takes 16 turns to get there when it could have made it through the AI outpost area in 2 turns. VERY FRUSTRATING... RELOAD FROM SAVED GAME.
I know this isn't the thread for it but I would love to see city governors being introduced in the near future. Either Civilization style or GalCiv style, either way, although I like GalCiv style better, they would make the late game so much less boring. It's so bloody daunting to make a queue for every city you conquer and when you go on a killing spree, you suddenly find yourself with double or triple the number of cities you had and have to manage every one of them and it's such a chore. I just realized I never used governors in Civ IV...
Is multiplayer ever happening? That's the only news I ever log in to check and all I ever get is silence
What most impacts playability of the game for me are the bugs and glitches surrounding the wildlands.
So far I have encountered:
Not being able to build a city in the broken empire ruins (ok, I've read that this may be due to ai players being too close)
The river that has its spring in the same area is not a river - i.e. I cannot build a pier on it. Why?
The river in the swamp wildlands is also not a river. Can't build a pier. Incidentally I have found that those rivers are STILL not a river once they have left the wildlands area, so you can't build a pier on them further downstream either. You can on the other hand put buildings into the middle of the apparent river.
The Decornysse (sp?) bug ...
Curgen's Tomb wildlands: killed all the monsters, searched out and killed all the monsters in the surrounding area.
Still doesn't update and release the quest ... I've troups all over the place so not a square is out of sight.
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All this stuff is so frustrating that I have, on several occasions, simply quit the game in question.
What is the point, I ask myself, of having these features in the game if they don't work ?
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I can only agree with others that the roadbuilding w.r.t. trade treaties and caravan pathing should not go through the wildlands.
After all, what roading crew would survive in there? Caravans should also be smart enough to avoid them.
I feel that the population cost for pioneers in 1.2 slows the game down too much.
I've been playing the game since the beta, I have seen a lot of things come and go. I'm definitively curious to see what the team can cook up for the next expansion.
Well, my five suggestions would be:
1. Pathfinding Fixes (already been talked a lot in this thread, I'm not sure how much of it made into the 1.2 patch).
2. Control over how and where roads are built. Don't need to be tile by tile, but some measure of control would be good.
3. Setting things to scarce don't make things scarce. Really, things are relatively abundant.
4. Increase population by the order of 10, so we can have cities with 1000 plus people. Seriously, seeing a city with the population of a village is kinda annoying.
5. Wildlands need to be more significant (dividing empires/continents, barring safe passage from one to another?), maybe bigger? Wildlands bosses should take all your resources to beat, monsters should re-spawn a lot and conquering them should give more benefits.
6. Option to raze city to the ground and salt the land when conquering a city. Sometimes I'm not really in the mood to conquer and maintain things. This should be an option. Like Raze City, Raze City and Salt Land or just conquer.
7. Power balancing and threat perception. If you warmonger a lot, other kingdoms might even consider aligning themselves with empires or one another to defeat you. They should consider surrendering their cities and themselves to another friendly power instead of you. If this happens, the world can end in few superpowers battling each other in skirmishes or if we have 3 superpowers, an almost perfect balance, preventing the player and the AI of waging full war against each other in fear of the third power attacking.
For the next expansion or patch, I would like to give some suggestions, even if this is not the purpose of this thread:
1. Sandbox capability, meaning we can remove end-game objectives and turn limit.
2. Migration/Immigration Mechanic. Track people moving from city to city by their "race" or "allegiance/nationality". Kraxis could disguise as another nation citizens and then take over a city by order of their liege. Good kingdoms could have people moving from their cities to cities in peace if they warmonger a lot, while empires keep their citizens by slavery or fear. Penal/Slavery colonies, prohibiting immigration to your empire, exterminating your nemesis form the face of the world. Very few games, like Distant Worlds and Victoria 2, have this mechanic but it makes them a lot better, adding a unique feel for them. Tracking your population gives a more personal feel and can be use to implement a slavery/assimilation mechanic, similar of what you could do in Seven Kingdoms 2: The Frythan Wars, where you could "steal" your opponents gods/unique units and use them in your empire. So, with enough of Ironeers, we could construct some of their special units or use some abilities, at the cost of maybe an increased unrest in some cases. This could even make so when unrest is at a critical level, cities go independent or races, like the Ironeers, select a new leader or the old sovereign is put back into power and the kingdom comes back into play into a rebellion, adding a more dynamic world.
3. More Diplomacy options (Again, looks at Seven Kingdoms 2: The Frythan Wars for examples).
4. A spying system.
5. Option to turn on permadeath for heroes(or a way to imprison/capture and ransom them) and an Ironman mode. (Maybe add a dynamic heroes option so new ones are generated, again making the world more dynamic).
Lastly, if I would back some suggestions, it would be:
In that case, I can understand it. It you're taking two turns to pass through the AI's territory, you'll be stopped there on an AI turn and it can complain about your troops in its territory.
What drives me batty is when units take the 16-turn detour to avoid taking a road which has a single square cutting through the corner of the AI territory, so the unit would be in and out again long before the AI could possibly notice.
#1: MOVEMENTroad placing, pathfinding, individual movement points, path preview, leave base on roads (also holding ctrl cripple mouse movment when selecting units)
#2: AUTO COMBATdont simply go for one unit, alow me to use mages with daggers (stay back casting), keep improving AI.
#3: LOAD GAME & CTRL+Nvisual glitches (no water, squares dont show yeld), crash.
#4: VARIATIONloot (found 4 rusty helmets in a row; previous game was 3 leather vambraces in a row), enemy, quests (a lot here), city upgrades, techs, traits.
#5: MODING SUPORTim not a modder, but i think this is the way to go far.
I really want FE go far. Gj SD.
1. Strategic map - pathfinding - show me how long given path will take to get me to target. Thats especially hard for me to calculate when using roads. Sometimes 1 turn is loose or save city
2. give city at least 1 square of view beyond its borders. It would make great difference during start and taking over enemies citiies.
3. Whole diplomacy and relationships. Just look into gal-civ 2 - it was brilliant there compared to FE.
4. Roads and outposts. After I took enemy outpost it didnt create roads to my cities. I had to raze it and create again with my own pioneer to create road. Create it after some turns automatically or let me queue it in city production.
5. If AI is blocked by my unit, it should try to change target after few turns, or try other path instead of standing idle for 200 seasons.
@Peter Huebner
>I feel that the population cost for pioneers in 1.2 slows the game down too much.
Currently I`m experimenting with
The first game with 15/3 indicates that this might be too cheap. IMHO this did not slow anything down - only the use of growth boosting buildings/spells was a bit more encouraged (for myself). Next one will be 21/9. Up to now I didn`t check the AI impact - I left the pioneers in the game, the old factions will probably only have these available, for the next game I will try to spot if the AI ruled custom factions will be using the new units.
Overall I can encourage modders (or Stardock) thinking about including this concept also for balancing purposes. (I`m lacking the time right now to provide a sophisticated mod for this - currently I just added the two new units for all races in CoreUnits and added them to all custom factions according to their race. Not quite rocket science...)
If you don`t like the idea you can still change the population cost for pioneers in CoreUnits to a convenient value (the maintained value is multiplied by three).
@simon_sin
>I don't know. Just playing Devil's Advocate here so plz. don't flame me {lol}.
There are quite some flaws around the "grouped" movement point management and I`m sure the game would be a lot better with a clear concept here. I just happened to play a game of AoW:SM around last December and it really struck me how much better it handles most aspects of grouped movement. [If it was only about me, this could also be done for the next expansion but this would be somewhat unfair to people who only bought FE and will have to pay for the expansion.]
About some the flaws in the game that would be fixed by a reasonable concept with individual MPs per unit:
1) Involuntary merge cuts MPs to minimum / even zero:
Can happen through
2) Management of movement bonuses (items, tireless march) when merging/entering city:
Imagine two stacks with two heroes each all with tireless march. Turn 1 both stacks have 4 MP. Now they merge during this turn. Turn 2 the new stack starts with only 2 MP (nevertheless indicating a max of 6). On turn 3+ the stack has 6 MP. Does not make any sense to me... (And there is more like this.)
3) Terrain specific behavior: Terrain bonuses are split now to different race traits / unit abilities and it seems this will go further into this direction - a reasonable concept should be able to handle this.
Currently race traits are used for all of your units - even if they belong to a different race. I have to admit I play MasterScout Custom races most of the time so I can`t really indicate more specific quirks.
I hope it is now a bit clearer also to you why a considerable amount of players mention this issue. (In the end it is the base of nearly all TBS games - moving units/groups of units around a map.)
Ceterum censeo - individual movement points per unit is a must have.
<snipped parts irrelevant to my comment>I'd like that random items in locations should be placed at the beginning of the game and not be various after I reload the game trying to get a better item...
I must me missing something here because wouldn't not reloading to try to get a better item solve both issues?
Select a single champion unit and click somewhere out of town and he rubber bands back in. If I group him with another unit it works as intended.
2 groups in a town, one group has a slot unit slot free, the second group has 2 units, I move one out of town and the remaining two groups in town don't auto merge?
Went to save game, game locked up.
I run FE on a SSD drive and when I select the champions newly gained skill from the list, the loading time is horrendous.
Locked again on end turn.
This has happened to me as well in 1.20.
You should definitely incorporate the snaking mod as well as ecomental - scenario generator needs more options, especialy bigger map sizes.
Patch 1.2 features that is bad:
#1 Winter's Grasp needs a redesign/bug fix. There is no dispel as far as I can see, and the design is just bad. Make it a city negative modifier or something, and make it counterable. Fighting Pariden end game and not being able to build anything is not fun and is highly broken. (it is kept even during peace) I will remove it completely until it's fixed/redesigned
#2 Also you nerfed Curgen's Volcano but not Earthquake. Earth Sovereigns KILL cities and it's highly annoying. I only experienced with my custom Earth magic sovereign, but the problem is still there. Make a building to counter both the water and earth city target spells. (the lvl 5 conclave building should be able to be built in every city tbh) With a CD of 1-day it kills a city in 3-4 turns.
#3 +2 Fire shards at lvl 5 conclaves. This is a no brainer, you will pick that every time, unless you are specialized in water magic. (unrest at that point isn't an issue anyways since unrest is global, so it's +1 WS or +2FS) Make a choice for earth/air please The +10 Spell resist and a protection from spells that doesn't work if the spell is already casted, sucks! I want to have a proper choice at lvl 5. The choices so far isn't balanced.
Less important stuff:
#4 Scrying Pools needs a redesign. They are the best option to pick for custom factions regardless what you plan, some sort of choice regarding this should be good, or more variation in city essences. (the difference between 4 and 3 is pretty spectacular when you add +1 fire attack to a company trooper)
#5 Wargs and horses are too abundant. I never lack either, removing them as resources and add a fixed number of units available as horse/warg would be a better design in my opinion. That would make units on wargs/horse special as they should be, and infantry more common. (I know AI likes infantry, but that's just bad picking)
Is it me being narrowminded or have most city levelups been this limited?
Again, the balance for custom sovereigns is whack, I would more preferably see that the crappy choices be boosted... This would also help keep each standard faction at an "average" low, instead of me having a list of factions in which I prefer to play them, (I think in the latest patch, pariden's free outposts and free essence takes the cookie.
Sincerely~ Kongdej
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