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.
Lot of path finding work got pushed into the v1.2 build insteaad of waiting for 1.3.
1. Incorrect mapping of mouse cursor to strategic map tiles. This is incredibly frustrating and inconsistent, in some areas of the map it can make certain tiles unclickable. I described my experience in some detail in another thread, which I can't seem to find now.
2. Missing/undiscoverable stats. This is often a numbers game, we should be able to see all the numbers. Some specific examples:
https://forums.elementalgame.com/423625https://forums.elementalgame.com/433053https://forums.elementalgame.com/436193
This also applies to showing relevant stats in the combat hovercard: chance to resist when targeting a spell (unless non-resistable), ranged dodge for ranged attacks, dodge for melee, and something appropriate for all abilities (resistable/non-resistable x magic/non-magic).
3. Auto-placement of the top item in the building menu.
https://forums.elementalgame.com/436301https://forums.elementalgame.com/436301/get;3273319
4. Inconsistent weapon/armour upgrade paths. I think currently leather chest upgrades to robes upgrades to chain, which has on occasion broken my units due to weight limits or resource availability. Weapons are an even bigger mess; upgrade classes should be based on specific weapon type and weight, not damage type: dagger, sword, axe, spear, mace, staff, with distinct 1h/2h variants of each where applicable. Elemental damage is another spanner in the works, make sure it is treated fairly when deciding which weapons upgrades into others. Variable weight of armour/weapons within each class and nuances of elemental damage/resistance (especially per-level) will still be a problem that should be addressed, but at least this will be a step in the right direction.
5. Pathfinding. Specific things I find frustrating are:
Finally, dream comes true.
The ability or option to watch the ai fight itself in battles.
The ability or option to set the ai aggression levels an allow them more alliances with one another.
A totally impossible difficulty setting so these snot nosed brats can't come running to the forums bragging about how they beat it.
The ability to set the ai with random playtype traits like in the origional Age of Wonders game where you could set them to passive, defensive, aggressive, trash and burn (my favorite) and armageddon where they totally hate the human player and will go full force to force them out of the game.
A froggy faction boss/race to play against.
EDIT: Oh I just read it was about FIXING things just now. I thought it was about FEATURE requests. Sorrie.
It could just be a new Wildland....Frogboy of the lagoon.....
Another thought to add for the 1.3 release or the first expansion release:
I've really liked all the little gems of humor found in this game. Would love if you guys were to continue to use the pristine wit of yours and continue to fill the game with little chuckles here and there.
Keep up the good work!
1. An option to prevent my armies from using magic in auto resolve. I'm getting very tired of tring to save up mana only to see it disappear in simple battles that don't need any spellcasting to win easily hence the reason for hitting the 'get it over with quickly' button. Tougher battles where troops need to cast spells are the ones that I'll play out in tactical.
2. A 'recast strategic spell' key. It's not fun to get a new buff but then need to scroll through 5 pages of spells and select it repeatedly to apply it to all desired troops or when terraforming large areas of land with raise or lower land needing to be selected over and over and over and over ...
3-5 Covered by previous posters.
1. not sure if this is feature or not but I would like to see my allies/team factions belongings through the fog of war as I do my own (I realize there is a cheat to unveil all fog of war but this is diff.) - most of the time I play these types of games, I like to pick a couple 'weaker ai' allies & a couple or three 'harder ai' oppenents, and about 20 average (normally challenging)- then I spend my time buffing my 'weaker' allies/team so that they make my movie for me -
this does not work well when you can't see what they're doin, and if you use the cheat then it can ruin the flavor of tha game -
not to mention that loving huge maps can be a curse when it comes to micro management, and since we cannot 'yet' assign specific ownings to be ai controlled for the user then this is a nice work'a'round - this would increase my own enjoyment of the game 10 fold I assure yus, for it is the only thing keeping me from playing past the build up stage
2-5.- I think #1 covered it, but I'll make a post to help gather favor
LHDAllaxul's post has one really important point - no 2. So, could we get a spellbook which opens on the same page it was last closed? It gets old pretty fast to scroll to the same spell again and again. (Alternate: have last spell available as a bookmark icon or something like that).
The game hangs when I reload it several times. Stability is the key. The game is good but here are some things that I'd like to mention.
Spell Earthquake is very cheap and devastating. It simply kills the whole city to nothing. It should require not less than 600 mana and each builbing should have 50% chance to survive. If any building has upgade, it should not be destroyed but reather downgraded.
IMHO research process is faster than building process. Perhaps all research items should be increased by 30%.
I'd like to have opportunity to make custom heroes in the editor.
I'm not sure but it seems that Empires never build any horsemen even if they have no access to wargs.
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.
AI units may have less experience because they fight less. Perhaps 1XP per season for every unit will ompensate this.
Resource Influense is an obsolete resource but still can be traded to AI.
Bonuses from city levels some early bonuses are smart, while some late bonuses are obsolete.
1. Tactical comabt-AI still does things that make no senes, such as webbing ranged units.
2. Sweep attack-I'm actually glad the AI isn't using it much right now, because the animation is still broken, reported several times by the way, with ~30 second lag every time it's used.
3. As mentioned before, pathfinding needs work especially around rivers.
4. Resources-In 2 of my last 3 games, with resources set to balanced, some were missing all together (No horses/wargs/crystal), others were very very short supply and only in wildlands (2 Metal deposits only). The whole game was basically played with units that could not use metal or crystal, and no mounts.
5. Auto-turn. Need a setting to allow auto-turn to occur even if cities are Idle. Gets very annoying late game when there are a lot of cities, or when cities are idle on purpose for research bonus.
I'd like to see an expanded array of magic armour, weapons, wands & magic caster bonus staves. Also I'd like to see more high level items drop/find from battle with monsters/unaligned heroes/quests. So you can make a few heroes bad ass when they get to level 20+.
Please forgive the Canadian spelling...
Thanks.
With step one already done in 1.20 - Thanks
From Changelog:
>Pioneers cost 30 population when trained
just split Pioneers and Outpost-Builders for 1.30 (if it is not done yet).
[I hope that the exact population cost is moddable, because this would allow to do the split also by modding (would be fine by me):
<StrVal>BuildTown</StrVal>
<StrVal>BuildImprovement</StrVal><StrVal2>Outpost</StrVal2>
and to experiment the exact cost (for both) to balance out the game - 30 might hurt the initial expansion too much and make the two different (?) "Gain pioneer" quests a luck booster in the beginning. Needs some proper testing.]
Ceterum censeo - individual movement points per unit is a must have.
note: since 1.20 not out yet; this is based on 1.12 play;
1. too man type-restricted buildings; ESPECIALLY FORTS. while having towns focus in certain areas is sensible; and letting towns have levelup abilities that push them in certain ways is sensible; having it be impossible to build certain types of buildings ina town just feels wrong. It might not be the best place for such a building; but to actually be unable to build buildings of all types just feels unrealistic; but the big issue is iwth FORTS (and hedge walls and other defensive structures); in harsh times and medievalesque times; every city gonna have access to city walls and other basic fortifications. building defenses around a city is just good sense; so i'd say at least make hedge walls and forts buildable in all city types.
2. instaroads - when economic treaties are done; or to a lesser degree when you settle; you get an instant road; these roads can cross large portions of the map in teh case of economic treaties; even going through wildlands or hostile monsters; it seems odd that all of a sudden a massive road gets completed thru the middle of the wilderness. it's not a hueg problem but it feels weird and creates highways that shouldn't exiset yet. it'd make more sense if for instance caravans built the road as they moved along; so once one has made it there's a road, but until then there isn't.
3. the damage reduction system. how armor interacts with damage is quite unclear; if ther'es just a bit of armor it's clearly straight reduction or something that approximates it; but as armor gets higher there's some formula that determines damage, and ti's quite unclear what that is; so I find myself unable to predict the effects of more armor.
4. production carryover. These days; I expect production to carry over from one item to the next; it's rather odd that it doesn't.
5. monsters using their abiltiies poorly - wasting web; not moving before using abilities; also big monsters not using their abilities; abeix doesn't seem to use acid spit.
This is what leads to one of the other details that bugs me: the bosses seem far too weak; vetrar is supposed to be terrifyingly powerful; as are many of the other lords of the wild; but you don't need endgame gear to defeat them; you don't even need mid/late-game gear in most cases, just some early/mid gear and some basic non-cheesy tactics. Many are very vulnerable to kiting; since they have low move and not that much initiative, and often don't use their abilities; when dragons and obsidian golems are far more dangerous to fight than a boss like vetrar it just feels wrong. they should also get bonus spell resistance.
edit: 6. and let me write a better ai for the game.
1. Easier/Quicker to build Outpost upgrades (they are quite painful atm), or just differently built (i.e. built with units near outpost, instead of town)
2. Incorporate Tile Editor into Faction Creator (allowing you to, without editing game files, change the appearance of city improvements)
3. When choosing Town Level Up upgrades, please display the 3 stats of the town (Grain, Material, Essence) in raw numbers openly
4. If you load a fairly big game over, and over, and over (reloading), it will crash the game. Please fix?
5. More Treaty types, especially ones that protect the weaker civilizations. It sometimes isn't fair that EVERYONE will declare war on you for no reason if you are the weakest. Something like Vassal would be nice.
>From Changelog:
>>Pioneers cost 30 population when trained
>just split Pioneers and Outpost-Builders for 1.30 (if it is not done yet).
The exact population cost is moddable (value is multipied by three), so the path for a split into Pioneers (Settlers) and Engineers (Outpost builders) via modding is open for 1.20, and some cost tweaking is also possible. Thanks!
However for 1.30:
1. Pathfinding and Roads
- Not being able to predict the path a unit will take (especially with weird road configurations). Maybe going off-road takes just as long as staying on the road, but i find being on the road preferable in case the army is quickly needed elsewhere.
- Units set on a path going close by huge monsters, but avoiding other faction territory like the plague.
- Units sometimes aborting (as in not moving anymore) a set path without me noticing
- Roads still don't connect things as i would consider sensible. Especially when you conquer stuff. You get to the Situation where there was a long road between two enemy cities that runs through your territory. You conquer one of them, that builds a road to your nearest city. You conquer the next and no new road is built (probably because they're already connected). Also, if a road runs 1(or 2) squares from my city, i want it to connect to that city damnit. I don't care if its the road from B to C, you could just built that little sideway to A too.
- All that being said, why are they building roads through my territory anyway?
2. Caravans
- They block the roads
- Why are they even on MY roads without paying at least a fee, especially enemy caravans?
- They're considered enemies on my land and generate warnings and are shown as little red dots, which is annoying as hell if you fight 4 people all around you that have trade agreements amongst each other.
All in all, can't we just leave them out completely?
3. Selection
There is ample opportunity to misclick, both in land view and in tactical view. I think there is some sort of "marker" on the tile you're currently hovering over, at least in tactical, maybe pronounce it a little bit more. I also often have a problem on getting a target for ranged attacks at all, have to keep trying until i find the right spot usually at the bottom of the tile.
4. Map view after reloading
I like my View of the Map to be "straight", looking at squares so to say. It always switches back to isometric when i load a game.
5. Enchantments
- How can you find out if your city has a negative enchantment on it? I saw some kind of spell being cast on 2 of my cities, but couldn't find out what was happening. Also, if something is happening, a message would be nice.
- I'd like to be able to dispel my own enchantments in the hero or city details.
1. Tactical Combat : Make the terrain meaningful (Bonus when on top of hill, Bonus when in wood, penalty when defending downhill, etc.) don't know exactly how to implement it, but this would be a good addition I think.
This one has only just started to annoy me recently... didn't bother me so much at first but lately it's driving me nuts... can see why it keeps getting brought up now. Would be great to see this one done in the near future.
Spell Earthquake is very cheap and devastating.
So just don't use it. Simple enough fix.
I apologize in advance for potential redundancy as I did not read through all other posts:
1. Please create a Boat boarding button!
What I would see as extremely helpful is that when I left click a boat with unit(s) adjacent to it on a beach that there is a "Board Boat" option. If I click that button a "Box" opens displaying all units able to Board the Transport. Clicking on a unit places the unit in the boat. Unloading from a boat works fine, but units tend to run in to the Ocean Tile more often than load in to the boat...very aggravating.
2. Please explain somewhere the importance of Influence.
I read the PDF manual, but there was not much importance attributed to Influence as a resource. Much later in my first completion game I had unlocked Sions, Wildland Allies, Knights of Asok, etc. only to find out I was generating only 1 influence per season....Had I known I would need Influence later I would have dug around to find out how to generate it better if I wanted it based on my pre-game Sovereign/Faction selection...
3. Please explain somewhere in the manual or game the mechanics of piercing weapons like bows {Range/Armor effects/etc.}. Armor mouse-hover tips show blunt and cutting stats but no piercing...
4. Please add a Soveign customizer like the Faction tool in the Workshop. Also, maybe a mouse hover over custom soveign designs that says "Right click to delete" Some indication of the limit on number of custom sovereigns?
5. Somewhere or somehow more easily found information on upgrades for Cities/Conclaves/Fortresses. For Veterans this is not a big deal, they have seen, through the progress of a game, all 3 upgrades at each of the 5 levels.
Hand in hand with this, it seems to me that a larger statistics window could be made available when a Hero/Champion/Sovereign levels up. Many key stats are not displayed in the window at level up. Though, in general, the level window is excellent. When I click an upgrade a highlighted attribute or stat is green or red, thats awesome. Maybe an enhancement of this could be incorporated?
Overall, I really like what was done with FE.
This is just my opinion and style of play general feedback following. The way I play FE borders on painful, and for many people, maybe mildly crazy. IMHO, so much of the mid to late stages of a strategy depend on decisions I make 10, 20, 100, 200 turns BEFORE. Many of my custom units are just that. Designed for one purpose ie. kill a corpse spider, or some Trolls or a group of Ogres. I am not saying I am some arm chair game developing guru, but my guess is you guys want to sell games so you can have bennies to make more games and so your wives can buy more shoes? {bear with me here, there is a point}. So, although I am not a "Newb" {I know, over-used cliched "word"} when I started FE it was as a new player, but not new to strategy games. You guys took quite detailed and complex mechanics and made it "user-friendly". Kudos. My personal exerience is that the first few hours (minutes sometimes) of a game determine 80% likelyhood (+/-) I will spend more time playing that game. So that first few hours needs to hook the customer. Don't sell your game short or lose new customers because of a decision to make a "scenario" with limited options the introduction to your game. Take some time to leverage AS MUCH of the detail and work you guys built in to the game and find some way to put it in the hands of the people picking up the FE demo or game for the first time. I don't know how this could be done, but instead of a forward progressing scenario, maybe a "Dream Scenario" where on some world an ancient Champion has embarked on a quest to end the reign of some Overlord of Evil {lol}. Start him/her at around level 10 and have all 3 city types at his/her disposal, with most if not all resource types available for interaction. That way, a new player can study end game properties and development and, consequently, enter in to their first game with the information to allow thoughtful choices on unit design/settlement development/diplomacy etc. For example, on a custom Faction design I picked "archery". I knew Ram's Horn bows were awesome because a recruited champion,in a previous game, was equipped with one. What I did not know is that Ram's head bows were the LAST bow down a long research path...that's fine for balance etc. but can be a painful lesson for people that don't want/aren't interested in computing how many turns or how far in to the game they will have to be before unlocking that Bow.
P.S. Kind of a funny story: My wife {she's Ukrainian/garbled English comprehension} was questioning who this "Enchantress" was that I was spending so much time with on my computer {lol}. When I explained I had downloaded this free game {made her happy} and explained it a little she observed a few minutes of a tactical battle and said... "Cool". This is coming from a girl whose experience with gaming is "Plants Vs. Zombies" on her Nokia mobile. Nuff said.
Elric
It's Militia, these are units drawn from local populace. Having their city just conquered by an enemy of the people, why would locals take up arms to defend the city? There is rampant unrest and chaos occurring w/in the City. It takes time for a populace to accept their new Sovereign reign. After that time I think a milita presence is realistic. I can not confirm this but I would guess that after all unrest has decayed from conquering a City that that city will begin to generate militia. Until that time the new owner needs to station defending units in that City to prevent instantaneous conquer/or destruction at hands of Creatures.
Adventurer's Guild. I think thats the name.
25% chance of 1 xp per season for stationed Heroes. Don't quote me on this, going from memory.
Oops, wish I had not read that, lol.
I'm not going to exploit that, but wow.
After thinking a little back about my last game I think this is a glitch, but idk.
One of the opponents was Tarthians. I was exploring the map and ran up on her {their Sovereign, forget her name}.
She told me to Bugger off effectively, and proceeded to stand at her border for a long time. There was a monster lair in front of her, so I thought she was farming the monsters {lol}. After many seasons she continued to occupy that location never budging or advancing her stats, through winter,spring, summer, and fall. Eventually I just walked up and spanked her back to her castle where she then hovered in a tile next to her Castle {just using loose terminology here}.
I suppose this example just mirrors what other people are posting. That the AI is not very I and does not scale with difficulty settings. I am not a programmer, and I can only assume that AI is a major programming feat. That's fine, and other games are similar in behavior. FE is still enjoyable, but I think if you read Forum posts by the guys over at X-Com: Enemy Unknown you find that game players are becoming much more demanding and want tougher, more challenging AI.
Give us a Hard Core setting, no re-load if Sovereign is killed game . Make those Sovereigns smarter/cagier/sneakier, etc.
Cheers,
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