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.
Since lots of the posts mention pathfinding i thought i will provide a link with a detailed list of annoying path-bugs, at least those i have identified.
Here is a link:
https://forums.elementalgame.com/435933
From the post (no quote, as that just doesn't work right)
--------------------- 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.
---------------------
(bold by me)
This phrase caused me to assume that annoying design problems are fair game.
Keeping the numbers from my former post, but extracting what I think are undisputably bugs.
1) Movement commands
My impression is that the displayed location of the mouse pointer and FE's idea of where it is can get out of sync.
This can be directly seen in some tactical battles, when the mouse pointer is outside the highlighted square. I have no idea how to cause this, but I have seen it several times in long game sessions.
I guess it is also responsible for the problems with moving near mountains (or even only hills) on the strategic map, mostly in the default view. The symptom is that I click on the tile just beside the army, and it goes off on a journey around the world. Since it happens much more rarely in a fully top-down perspective, I assume the game believes I have clicked on the mountain, which by the optical position of the mouse pointer I certainly have not.
The problem on the world map is a bit more common than in tactical, but still far from consistent - which makes it doubly annoying when it happens.
2) Loading
<snip>
The first is certainly a bug, and I can't believe that the second is intended.
5) Pathfinding/moving along roads
Since it is not fully consistent, there has to be a bug in moving across non-hostile stacks.
Most of the time the moving army goes around the other stack, leaving the road. However, sometimes it manages to move through the other stack.
I'd prefer that a non-hostile stack is never an obstacle, but if you design it differently, it has to be consistent and should apply to the AI as well.
And yes, I've seen units turn into the woods without an discernible reason like you suggest, but it's rare enough that the surprise outweighs the annoyance. Still a fix would be nice
Since I'm down to three points, I'll add another small bug, it just doesn't really annoy me because by now I expect it.
When a city's ZoC expands, the display on the map happens consistently one turn later. This can be recognized if a monster lair just got included: On the turn of expansion, you get the message that a lair is now in ZoC, but the graphical border is still too small to cover the lair. and only grows on the next turn.
The militia thing- I would definitely describe it as a glitch, as it isn't working logically. I'd rather even see the militia respawn fully for each battle in a turn over the current situation. (better solutions are out there, but if it's quick and dirty solution, I'd rather see the error in the other direction)
I think when people are saying "game breakingly buggly", it refers more to balance issues right now, or linear gameplay choices- that make the game a bit simplistic at times. That's why I think you're seeing feature requests, though I think there are enough glitches for a patch.
If I was to put in a feature request: it would be allowing cities and conclaves to have walls/forts.
I might have given the story about my brother, who when he tried it, the highlighted tiles were not beneath the cursor, so it was very hard to click the correct tiles for him, this among some other sillies and/or bugs in the game made it very difficult for him to start the game without me explicitly explaining the game mechanics, and even after due to the cursor bug, it wasn't all that satisfying.That said, he was playing 1.0...I still had cursor issues at 1.10 though.
Edit: I might sound slightly grumpy, I'm tired and computer just crashed, sorry
Edit2: Found half the list of things he got bothered enough with to write down: - Starting a new game menu-Interface buttons are definitely too small. - Research tab-buttons behave strangely. (I can not really remember what the issue was, he explained it to me some months ago, and my memory is rubbish) - Having the build menu open right when you click the city is counter-intuitive. It means double-clicking your cities will make them build strange buildings strange places. - Why can you not queue research? - Inability to scroll in combat is annoying.
Please note, I did not write these items, he did, so it is subject to him also not knowing HOW to scroll in combat.Also, these were besides "crashes", "White tree's" (have been fixed), and whatever I got to explain to him before starting.(fetching up old computers and all that nonsense due to this thread... )
Sincerely~ Kongdej
Good calls.
I'm a relatively new player, having played it only for about a week. Here are the playability annoyances/issues I've encountered most often:
1. Game crashes frequently upon saving or loading. This happens about once every 3 to 10 saves/loads, depending on the game's mood. It's quite annoying, as the game's startup is pretty slow too. I'm running the latest Steam version (1.12) on Windows 7.
2. The game sometimes forces an action upon loading the game. For example, let's say I right click with my stack on an enemy stack, but save the game before I click again to execute the attack order just in case the enemy is too hard. If I fail the attack and want to reload, sometimes the load will automatically make my stack execute the attack order, in which case the save file is now effectively ruined.
3. Pathfinding. In addition to choosing poor paths that take too long or go through an enemy city, I've had path selections that went all the way across the map to a nonsensical location. I once had a situation where it was literally impossible for a unit to move to the next tile! The whole area was empty, yet attempting to move this unit a single tile instead gave it a path across the map. I tried from multiple angles too, with the same result.
4. UI Behaviors. Somebody else mentioned how double clicking a city brings up the build menu and places an improvement to build - very annoying and unintuitive. Also, if I double click a unit in battle to open up the information screen, if the unit is located where the "Done" button would be on the info screen, then the info screen closes immediately. Basically, the UI registers the second click as closing the info screen, even though the double click was necessary for opening the screen in the first place.
5. During combat, the tile highlight to show possible moves are very light and can be very hard to see, especially on the white terrain (snow)?
The mouse cursor not highlighting the correct tile is very high on my list. I haven't seen this so I am thinking it might be configuration specific. I want to emphasize, does this happen even with the HW mouse cursor on?
In my experience, this is usually seen when the game map is tilted to a low angle. Then there is a disconnect between the cursor location and the tile it is visually 'over.' I think the cursor actually points to a fixed spot somewhere above 'sea level', rather than on the surface of the map itself, and doesn't adjust itself for the elevation of a particular tile.
Thus mass confusion ensues.
I've only ever used the game cursor.
1. pathing, as mentioned already
2. yeah, the cursor does seem kind of "off" somrtimes, maybe it just needs to be angled differently?
3. insta-raze (i like the idea of a turn limit and think it should apply to monsters too. not sure if that's going into feature territory)
since the city defender issue is rather contentious, i'll propose a solution, here, so as not to derail the topic at hand:
https://forums.elementalgame.com/439263
i'll think of 2 more later.
I miss getting married to someone of lesser fame, having kids and trading them off like playing cards for diplomatic points.
I've never used the HW mouse. To explain it in more detail, the mouse itself is rock steady on the screen, it's just when you are highlighting these specific tiles that the targeting square underneath becomes fickle. It's like there's something wrong with the elevation of those tiles, what the targeting square is being told isn't matching what is displayed, we see a series of smooth hills but it's like trying to target in-between steep jagged peaks. Sometimes you have to move the camera forward so you are looking straight down at the tile otherwise it's like there's an invisible mountain that prevents you from targeting a tile. This happens in small localized sections of the strategic and tactical maps, you can move the mouse away half a screen and everything is fine in those tiles, move it back to the problem area and it's wonky again.
I have the exact same experience.
A working AI - I hope that isn't considered a feature requests, ai seems to still be in beta mode and seems very "buggy". If the solution is to have a slider for ai think time then I wouldn't personally mind bumping it up because right now it certainly is as you descibed something that " if you play a game for hundreds of hours, they become maddening".
I fear it isn't as easy as giving the ai more time since it just seems to dumb to really play the game. If getting a working AI is a feature then I think we have another problem. Aside from the AI I like this game ( well tactical battles are not very tactical right now but that might be a good thing considering the state of the AI).
Sorry if this post borders on the rude side of things but thats what happens when you play a game for hundreds of hours and become mad ... I don't mean to bash the AI guy/guys/girls but as of right now the AI is too bad for anotherwise good game like this one.
Sorry for the bad english ...
I have the exact same experience (thanks to OP !). And I'm daily throwing my mouse through the window after trying to select my armies to order them to leave a city (CTRL clic on each unit).
As you suggested, I tried to play with HW mouse cursor :
- CTRL or SHIFT selection works as it should
- the mouse is really more precise, and fast. But, "in small localized sections of the strategic and tactical maps", the weird localization of the cursor still happens and you will have to carefully verify wich tile is highlighted before clicking
So, with HW mouse cursor, the game is easier to play. But you lose the usefull informations given through the "cursor look" (i.e. "cursor skin ?").
That's consistent throughout FE. Any time you double-click something which causes the window under the cursor to close, the second click will also register as a regular click in the window behind the one that just closed. I spent a lot of time wondering why my game settings would change randomly after saving before I noticed this pattern... (I was double-clicking the name of the existing save that I wanted to replace and, when the "save game" window closed, my cursor was over one of the checkboxes in the second column of the settings window, so that checkbox would get toggled.)
I'll call that point 1) for my list of five, since I consider it a major interface annoyance.
2) The appearance of the map should reflect the actual terrain. Early on, someone mentioned the phantom rivers (tiles that look like clear plains until a unit stops dead on them and you mouseover only to discover that it's actually a river), but it's not just rivers. Particularly in the area around larger towns, where the land deforms to appear flatter around them as they grow, I constantly see tiles which render as completely flat, but the mouseover information identifies them as hills.
3) The issue with the game thinking the cursor is over a different tile than it visually appears to be over. Good to hear that this is high on the list. Although I haven't been specifically trying to identify a pattern, I have a vague impression that it may be more common on the strategic map for this to happen in areas where a town has caused hills to flatten. Perhaps the "what tile is the cursor over?" calculations are still being done based on the original land shape rather than the current, flattened shape?
4) Everyone's favorite: Pathfinding! While there are plenty of other reported issues with pathfinding, my big one is that it's so reluctant to cross another faction's border, even if units would be in and out before their turn is over. I've had cases where a mounted unit is right on the border and I tell them to move down a road, but the first square of that road cuts through someone else's territory, so they avoid the road and go off on a five-turn tour of the local woods instead of using 1 movement point to get to the same place by road.
5) Insta-razing monsters. Settlements, especially higher-level settlements, should not be instantly and completely destroyed if one badly-wounded mite slips past their defenders. It's good to hear that monsters will no longer be salting the earth when they destroy towns, but they really shouldn't be instantly destroying them in the first place. Destroy a building or two, sure. Hang out in the town, rampaging through the streets, shutting down all production and killing off several of the population per turn until either the population are exterminated, the monster gets bored and leaves, or an army shows up to reclaim the time, absolutely - that would be perfect! But instant razing? No.
On #1 that is by design.
then please change the design. we should only lose all our city militia if all of them died. any that survived should be available for subsequent battles
Had same problem couple times, especially during the long session. Re-starting the game solves the issue.
This.
If I could have a bonus #6, this would be it:
Double clicking a city OR clicking a city and clicking elsewhere to close has disasterous results. Since the topmost building on the build queue is highlighted, it's automatically built.....even if you have manual build placement option active. So frustrating, especially if the buildings slaps down over a forest....you've now lost your oppertunity to build a lumber mill. Very annoying...
This is why I am bothered by not being able to run anything with my graphics card, I could try another computer but not be sure it was the same issue, but I cannot go and test out the specifics
I would like to be able to expend tactical movement in chunks, not as a single-move system.
Currently, if you move in tactical, even if you had movement points left, you are stuck wherever you moved to. You essentially get one move. Either use up all your movement points or you're screwed. Why can I not move a couple squares, and then a couple more? If you don't want abuse of move-attack-run away, then make it so doing an agressive action (offensive spell or attack) expends remaining moves.
One more thing:
Is it just me, or is the map editor just terrible? Normally, I love making new content for a game and exploring things like modding and mapmaking, but the map editor just seems completely baffling and difficult to use.
I understand that it's not technically "supported", but a vibrant mapmaking and modding community is typically integral to a game's longevity and long term success.
Fully support - it is a problem specially when your cursor starts to act up.
It also irritates me to no end how sloppy and unresponsive the mouse-over popups are in faction/sov design.
And why is it if I choose my 'main' color as black and my 'secondary' color as white, the 'dark' clothing options are white and the 'light' clothing options are black?
Just curious, I'm wondering if the FE dev team has not already moved to another project. Except Brad and Derek that is.
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