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.
Im perfectly fine with paying for major improvements over game that double my gameplay time and make it more enjoyable.
Shift should work in addition to ctrl. Hold shift, click first unit, click last unit, get everything in-between.
No I disagree this is WAI. No fix required. AI needs some advantages player doesn't get. All in favor say "I", all opposed??? therefore the "I"s have it next issue on the docket.
The only thing I see missing in all of these lists:
Numbers: on the city boxes on the left and the research bar in the corner - give me how many turns until its done, a little yellow bar is just too vague
Frogboy thinks otherwise.
Game stability trumps all other concerns.
1. Fix 1.2 Crashes on End Turn (after 60 turns on the "Clash" map from the Pack, these crashes are constant: game unplayable).
2. Fix 1.2 Crashes on Save Game (same deal; after 60 turns or so the game crashes when you try to save; save unsuccessful and game hence unplayable). Additional features mean nothing when the game simply won't play at all.
Crashes not apparent in 1.02, from which I updated. Is there any way of going back to 1.02?
Ditto. For me it most often happens in the bottom of the map near the enemy's walls when attacking an enemy city.
Just one more to add.
1. I can't change the color of the various banners available to custom factions and I can't "pick color" to perfectly match the colors in those banners. Please implement one or the other. I have difficulty matching my colors to the banners.
Both fixed from what I can tell. Seems to be system specific (it's a threading thing) so I tightened the control of when and how saving happens.
Updated original topic with results.
Does 1.3 still look like about two weeks from now?
I'm hoping less. At the very elast, I'd like to get a beta out soon.
Thanks for the response here, Frogboy. Amazing customer service. This is a great company.
BUT, fixed as in.... how, exactly? Fixed for 1.3? So I'll wait for a couple of weeks before returning to FE? Or should I re-download the 1.2 patch and reapply it? I was playing yesterday, before both games I was working on ground to a halt with continuous End Turn and Save Game crashes. Sorry, complete technical imbecile here: I don't understand your "fixed". Is there something I should do to make it so?
Re-downloading the 1.2 patch will accomplish little in regards to his fix, wait till the next patch.Or run with a frog-specific build, dunno if he fixed it there. (He will probably tell you if he included it in the custom frog-patch, usually just wait till the next official patch)
Sincerely~ Kongdej
Sooooo, I just remembered 1 thing that I have gotten faaaaar too used to in FE...The mystery of the "Missing Forest", this is a pain in the... to explain why this happens when I am showing the game, goes right along the invisible rivers.
Thing is, if you find a monster camp or goodie hut located right on top of a forest tile, and then go to grab it (gief loot! ), this one tile will start showing a clear "plains" instead of a forest tile, but still cost movement like a forest tile.This does NOT persist through saving and reloading the game, so there is a crummy fix to these invisible forests, but really...
While improving the accuracy would be great, what I think would help most is if the tiles were highlighted on mouseover. Not a subtle highlight, either, like it does in some areas. Should be a bright, green, glowing square. This would remove any question about what tile you were selecting. You'll still see some problems with people working the mouse too quickly, as when you click, the mouse will often move slightly before registering the click, but there's nothing you can do about that from a software perspective.
Click all the buttons!!
Heh, I can't stop moving my mouse quickly after I was playing serious amounts of Starcraft and LoL on a "looking for a challenge" level... So sorry
Edit: Made a new post since this looks more and more like a bug.
AI winning. This may turn out to be more controversial (or more to the point, we may have to nerf this as it may be a case of "be careful for what you wish for). The AI is a lot better now at pursuing *victory* conditions. The AI, overall, is substantially better and more interesting.
Nooooooooo, this ^ is what WE want. No need to NERF this as this is what is EXPECTED...the AI SHOULD ALWAYS GO FOR THE WIN....that's what other humaans would do. Keep that in mind. Don't dumb down the ai for players sake. Make it BRUTAAL! Make it sooooooo tough they will come to the forums CRYING about it.....then you'll know you've made a great AI.
I'd like to see more story driven content.
Just wondering if you managed to fix The Imperium in 1.3? As I'd mentioned, it's not uncommon for the AI or player to build a city too close to the red border making the quest condition impossible without Razing said city. Unfun.
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