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.
2. Diplomacy = Right now I have 18 factions in the game with me, turn @ 200ac, 16 are at war with me, appearently the majority still have a serious 'me big you small you die' thing goin on - I"d like to see Kingdoms & the occasional Empire not declare war on all weaker than themselves, I've helped many a nation rise to power only to be attacked for no logical reason at all & normally the ai factions are too busy fighting all the others to ever really pose me any threat
1. Earthquake seems too cheap for its devastating effect. Perhaps every building should have 50% or more not to be destroyed. Complex buildings should rather be downgraded than destroyed.
2. Starting trait Wealty of 500 guildar at start I'd suggest to replace with +2 guildar per season.
3. Starting trait Adventurer should give only 50% of cost of hiring heroes. With all heroes for free human player is able to recruit all high level heroes, leaving AI with none.
4. I'd also suggest to remove population cost for pioneers. There is no need to slow down the game and when AI occasionally loses its pioneers at start it completely kills the chalenge of the game.
5. I don't know, but something should be done with influence. For henchmen it's valuable, but for other situations it's useless (or perhaps I didn't find the secret of its usefulness)
One thing that doesn't get mentioned anymore, but would go a long way in improving the gaming experience...
1. Improve the manuals. In their current form, the manuals really don't explain important aspects of the game. For example prerequisits aren't mentioned, the fact that you can learn certain techs multiple times isn't explained, etc, etc.
Here are 5 things that don't seem to work the way I would expect/want them to:
1. Path of the Governor. The irritating thing about this is that to be effective, the governor needs to be in a city. But to level up and gain more powerful governing skills, they have to go out into the woods and kill wolves. I like the idea of the PotG, but I wish the experience mechanics would change by allowing them to gain experience staying in cities doing what they do best. I would like to see traits in PotG that lower costs at the shop and hiring champions (and I will second the call for Adventurer to halve the cost of hiring them, instead of making it free. Adventurer with Betrayers lets you spam scouts and run around the map recruiting all of the champions on the map for free...)
2. Pathfinding - Logic issues are already pretty thoroughly documented in this thread, but I'll echo the following: Letting us see the intended path before we click would help. Units that arrive at their pre-selected destination and still have movement points left should gain focus so the player can continue to move them, not end their turn.
3. UI - Level Up windows for units and cities don't display all of the attributes that are affected (Spell resist, mastery, etc) making it frustrating to weigh perk options. Please make "empty" essence slots more visible on the map than the little indentation in the city banner. I think someone's mod put a little circle outline around the space. I haven't seen it, but something like that would be appreciated.4. Autoturn - Still broken--ending the turn with cities still idle and units left to move.As soon as all of the units have moved, the game should start cycling through idle cities--allowing me to hit the spacebar to let the city remain idle that turn. Additionally, when you come to the last idle city, the game shouldn't end the turn as soon as you select something to build, it should wait until you close the build/train window with "Done" (so you can queue things).
5. Faction Colors - Some of the color selections in the faction setup screen aren't explained very well--when/where are they used? Also, it seems like most of the clothing/armor options ignore the primary/secondary color selections (I'm looking at you, Monk Robes!). It would be nice to see those colors represented--so that spearmen from two factions all wearing the same armor are still distinctly different. It would be even nicer if I could adjust a unit's color scheme when it's designed, so that my normal spearmen and royal guard spearmen (with different traits) are visually different.
If I were able to offer MORE than 5, I would include:
Train Henchmen available as a faction perk, and female henchmen enabled. (I know a mod has enabled them and I've done so, but I think it should be in the core game.)
Units that move onto stacks or cities should not automatically be "joined" into a stack or set to "guarding" in the city.
Fix the health bars not updating in combat after damage/healing done until it is that unit's turn again. As soon as a unit is the recipient of some effect, the health bar should update and redraw itself.
***EDIT: Also, I would exchange the defense values of Leather Armor and Monk Robes, so that Monk Robes are def 2 but have a dodge bonus, whereas Leather is def 3. When I set the unit designer to use the best available, I end up with a world full of "troops" wearing monk robes. (That don't match my faction colors. GRRRR!)
***EDIT 2: I'd like Champion/Sov armor color schemes to be changeable, too. I hate having a Dark Lord sovereign running around in a lily white magic robe because that's the only armor he's found so far....
***EDIT 3: The XP awards for killing units of other factions seems to be MUCH less than killing monsters of comparable difficulty. I'd like to see larger experience gains for defeating faction units.
gs
It doesn't seem like most people understood the request. I'll keep mine to actual playability glitches. Here's three. I'll submit two more later.
1. Fix Stealth so it actually works. Currently it doesn't seem to do anything. It says that monsters won't attack your units, but they will, and it seems about as often as if I didn't have Stealth. I know it's not meant for cities, just units, but I picked Stealth, and my units keep getting attacked. I submitted a bug for this here: https://forums.elementalgame.com/439791
2. There are a lot of textual errors in the game. For example, Shadow Strike I, II, and III all say they ignore 25% of the target's armor. I don't know if it actually functions as intended, but going by the tooltip there would never be a reason to take II or III. There are a lot of mistakes like this, and I think people have submitted most of them on the forums.
3. Pathing is annoying. Not just that the units take longer-than-optimal or weird paths, but that if I have a unit that has a destination already set, and it shows a dotted path, the unit might take a different path when it actually moves. I've found myself moving units one square at a time just to avoid this.
I. Pathfinding - As many others have mentioned, stacks occasionally take the scenic route for no reason. I get the impression this mostly or only happens when they're traversing a tile that has changed in some way, and there's definitely tiles that all stacks consistently won't recognise as ones they can walk on. In my last match, an outpost in what became the heart of my empire was razed early in the game. Afterwards all stacks, roaming AI stacks, rival faction stacks & my own, would take a significant detour around that tile (which happened to be located between two impassable tiles, so it really was a major detour).
II. Tile Selection - Occasionally the game thinks when you're clicking at a tile next to the one you're pointing at with the mouse. This generally only happens when the tile is at a steep angle to the camera... So... It happens fairly often when moving stacks around mountains.
It would be very nice if the various "stack do X" was turned into a 2-click process, instead of the current 1-click process; the first click to designate the action with visual feedback, the second click to make the stack carry out the designated action. Nicer still if we could chain actions (for example, waypoints) by holding shift while giving multiple "stack do X" orders.
III. Selecting Stationed Units & Exiting Cities - Right now everything about it is wrong. The mouse goes wonky when selecting multiple units to simultaneously exit a city. When exiting multiple units, they sometimes end up as multiple stacks for no reason. And of course, the GUI bits involved in the process are utterly, utterly horrible.
IV. High Tower Outposts - When capturing or recapturing an outpost with the SoZ upgrade, the upgrade persists but stops working. Which means it's typically better to raze outposts with that upgrade, even though it doesn't seem like it should be. I guess it could be a feature, but I doubt it.
V. AI - Across the board, really. The tactical AI has trouble evaluating group multipliers and differences between weapons, and it many different kinds of problems using spells. The Diplomatic AI isn't transparent enough, often seems to act completely randomly, and uses tech trading in a way that comes across as hugely exploitive and unsatisfying. The Strategic AI basically has next to no concept of SoZ's, and has an incredibly hard time making decisions based on the resources it actually has available, rather than the resources we'd all like to imagine we had available.
Just ran across another playability glitch that really bugs me...
1. The AI does not abide by the 5 turn wait before razing rule. FIX IT!
4. If you settle a new city within your zone of control, it says "Insufficient Space" next to every improvement, even if there's plenty of space. I've run into this issue four times now. This last city was settled at the border of my zone of control, with no other ZoC's nearby, so I should at least be able to build in the newly acquired space.
It only seems to occur if I settle on what seems to be new yields. I'm pretty sure none of the yields were there when I started the game, and in two cases I know they weren't. I'm not creating the yields with one of those spells that does that, they just randomly appear, so I settle them. Obviously not a good idea.
5. I guess I need to pick a 5th. I'll go with this: Sometimes tiles that look very much like Plains aren't. It might be a forest tile, even though there are clearly no trees in it. It might be a river tile, even though it's just next to a river tile, and there's no water in it. It might be a swamp.... honestly sometimes it's hard to tell the difference between a plains and the actual swamp graphics. I haven't had any trouble with the hills as far as I know, but I might not have been paying enough attention.
*Grumpy mode, activate!*
This comes from the city being too close to other cities, you cannot construct new improvements too close to other cities.(due to the city being ultra-highways.... so to prevent empires with a railroad from 1 end of the empire to the next, thats my guess anyways).This should really be reflected better in the UI, thats right, the UI should teach new players to play the game, it should not narrow-mindedly be designed around players who already have all the mechanics at the spine.'
*Grumpy mode, off!*... Sorry, had to be a little grumpy just now...
Sincerely~ Kongdej
How far away does the city need to be? And it only occurs if the city is built within the ZoC. Otherwise, if the city is the same distance away, I can build improvements just fine. I have run into an issue where you can't continue snaking a city towards another one, but I've gotten them about 2-3 tiles away from each other. I think it's being caused by whatever bug is causing the new tile yields to appear. I should note, they're not reappearing, but rather there were never yields there to begin with. It's as if someone came in and cast one of those spells that creates yields.
For me its
1. Path finding - most of what has already been covered
2. roads - most of what has been covered, maybe have a way so the roads get 'refreshed' through out the game so not needed roads are eliminated and the roads get optimized
3. Research - when you get to the end and you are at the con't research part it is a annoying were every 3-6 turns it ask you what to research. Should be able to pick one and it keeps doing it until you change it with out keep asking all the time.
4. Auto move - it is great but if you have a military city this breaks auto move when there is nothing to or needs to be built. This is why I only build town or research cities. If I capture a military city I usually get rid of it and build a new one.
5. Choices - I like to see more, when I build cities I always pick the same ones. Like to see more as long as they don't 'brake' auto turn.
I like to play at a fast pace so the more screens that pop up the more annoyed I get.
cheers
I wrote it so you would take a look at the distance in particular, remember also you cannot build improvements upon swamp tiles, if neither of these are the case I implore you to grab the save, debug.err, and screenshots and go make a bug report since not being able to build improvements is certainly more "BUG" than "Gameplay glitch"...And moreso important to fix.For the numbers, I don't really remember, I think it changes per map size. its around 4 tiles or so.
1. QUICK LOAD. There is a quick save button. How hard is it to make a button that loads that same game! (Yes, I like reloading)
2. City Level up. All the info AND The ability to scroll around, please. At level 1, it's so vitally important to know how many shards a city MIGHT connect to to take Conclave or how far it is from other cities that Town is a better option for the ZOC
3. Stack movement control. I HATE it when my Sov is on a horse with 3 or 4 movement points, and either I accidentally join with another unit or complete a quest that joins the Sov's stack, and suddenly the movement points for the sov are down to 2, with no chance for reprieve. Either let the stack be managed upon entering, or more preferably, do not precalculate movement points in a turn based on the stack. Calculate how many were used unit by unit and allow me to separate the stack and use the rest if there are extra on some of the units.
4. Equipment slot clarification. It's hard to know how much of each type of equipment a hero can wear. I get one handed and shield or two-handed, but then there's armour which is a little less clear (though easy enough to figure out after a few games)... but then there's headgear and rings and other gear and it's all in one row and it took me dozens of games to figure it all out and it's still not evident at first glance how to spread out all the gear you end up with mid game for your heroes.
5. Path of the Governor. If you can't figure out a way to make it possible for the gov to gain meaningful experience, get rid of it, and disperse some of he useful PoTG abilities. I would like to see a POTG effect with the actual PoTG skill that lets it get experience as long as it's stationed in a city, and then a skill option to increase that amount with POTG as the prereq. This isn't a playability glitch per say, except it is maddening when all the heroes near me are useless governors...
1) Influence. Too good if you're Altar, worthless if you're anyone else. Scale back the cost of the Sion tech a bit, give Kingdom some unit to spend influence on and maybe make wonders cost influence?
2) Buildings that are cancelled don't refund resources. It's kinda annoying when I'm building the Spell of Mastery towers.
3) The Spell of Mastery victory is a bit too easy compared to the others. It should probably cost more itself and/or be later in the tech tree and maybe up the cost of the towers a bit.
4) Units really need separate tracking for how much movement they have left.
5) General combat AI problems. Abilities being used on ophidians, beguiling ranged units, never disengaging once a unit is inside a zone of control except to run away, that sorta thing.
6) Not really needed super soon since it's not gameplay but what would be nice eventually would be a better pool of sovereign/nation names. And if you're randomly generating them to stop that and use a pool of names.
I have no idea where THIS came from
1> Poison Damage to stack. If you stab a guy twice with the same poisoned blade, he'll die twice as fast with twice as much poison in his system. Oh and you should be able to stab the guy twice with the same blade even if it's a poisoned blade.
2> A way to restrict armor, weapons and other equipment from being used or equipped by an ability and/or by race. And for that way to actually work the way restriction by level works. A sovereign or champion should be able to have any item in their inventory but not be able to equip it if ineligible (Like restriction by level works).
3> For ranged (Bow/Thrown) damage to be able to Proc like melee damage. Currently when striking an opponent with a club, sword or other melee weapon, a secondary spell can be triggered. This does not work with ranged damage. It should. I can understand with the current vanilla game this isn't balanced properly, but please open it up for modders. We can find our own way to balance things. Because Poison is a Proc (spell) an arrow can't do poison damage.
4> Random Encounter Generation. It would be great for Goodie Huts and Quests to be able to randomly determine an Encounter. I have in mind to either have multiple encounters and randomly choose between the encounters or to have a random chance for each Unit to be included in the encounter. I prefer the former though the latter would be an improvement.
5> Calculate (Calc) to to have Rand and If/Then/Else logic. To be able to randomly generate a value between a low and high number. To have an If condition in which any race or ability can be checked for and calculation determined by the results. I recommend the Rand to return a percent (0 to .99). That way any range of numbers can be returned by multiplication. For example, <![CDATA[[Rand] * 8]]> would return a number between 0 and 7. The If could be like: <![CDATA[[Unit_Get_BloodAmarian] * 4]]> with Unit_Get_BloodAmarian returning either a 0 or 1 with 1 meaning unit has that ability. The result would add (or subtract) 4 based on race.
I know there could be some question as to what I've written is a feature or a glitch. You said "something that doesn't work as you expected" as the criteria. With that being said, 4 and 5 are probably features. 5 definitely. But I do think 1, 2 and 3 are glitches.
I am very sorry for repetitions (I read until page 4 and then gave up...). I try to concentrate on "playability glitches":
1. Auto-select next unit and select next unit manually never works well and if it does in one turn it does not in the next...And camera movement in this case is unpredictable. Very often somebody tells me I found something, but when I want to add it to the used equipment, camera and cursor have already moved to the next unit.
2. Treaties. I never seem to be able to make a technology treaty and an economic treaty at the same time. And they do not "stack". This means I have to pay the opponent to accept my technology treaty (cause I benefit more). But then I get money for him by negotiating a non-agression pact (because I am bigger). Thing is: My money is never valued as good as his (bad trade) and it is very cumbersome.
3. Selecting several units for the same spell (Am I just too stupid?). I think this worked in War of Magic, but in FE I have to cast the same spell on my troop again and again (including: 1. opening the spell book, 2. find the right page, 3. find the right army, 4. casting the spell, 5. selecting the unit)
4. Graphical glitches on the cloth map. I am running on the lowest possible resolution and use only the cloth map (because I focus on strategic issues). Lairs very often disappear graphically when I cleared them, but they are still there if I hover the mouse over the tile. Same with the Kill the Ice Elementals-quest. It just shows a black tile since version 1.00 (not sure what it is supposed to show).
5. Loading a game. My units very often auto-attack when I load a game. This looks like the game is saved in the middle of a turn, when I already gave the command, but the turn is not resolved yet. This is annoying because usually I want the think about exactly this turn again if I load a game...
Hope this is helpful (and thanks for ongoing improvements)
Kob
I want to see something done about outposts, using 30 pop pioneers really seems to slow down the game to much.
I'd like to see the AI not send out it's Sovereign or even champions out solo after a certain amount of turns from the start of the game.
I'd like to see the AI ally with itself more instead of playing war with itself weakening itself for the humaan player.
I'd like to see the AI use more enchantments at the right moments and on the right units and be more intelligent about what units to attack during battles.
Yeah insta-raze by the AI I like that one.
More unpredictableness in the AI, feints, lying...oh wait, hehe, mimicking the humaan.
Not that I'm not excited about LH, I am, but any ETA on 1.3?
All my hope now seems to lie with 1.3 since LH requires steam.
Can we get everything offered in LH in the 1.3 update please? I know, I jest....I just really don't like steam.
I'm not well versed enough in this game to say what really needs fixing or adding inside of the game itself, but one [I think] small thing I would like to see added would be a high score board. Any game with score should have a log of high scores.
#1-5:
You guys need, need, need to revisit the races in FE and the world of FE.
You're making some serious improvements and I really think that this will go a long way towards righting the few "wrongs" with FE, but without true racial uniqueness, it still feels like it falls....short. Give us a unique twist on Orcs, hobbits, dwarves, lizard people, etc. FE suffers for this.
Please do something about this.
Didn't I just read this in another post? While I agree with you... its... Arh whatever
~ K
I have a feeling this ^ is going to be in "expansions" and you're going to have to PAY for it.
There are many great features available to you once you register, including:
Sign in or Create Account