Issue:
Selecting upgraded weapon does not select the "best" weapon.
Steps to reproduce:
Have "Weaponry" researched, but no additional research that produces weapons. (I was also playing as Pariden/Procipinee)
Create a new unit.
Give that unit upgradable one-handed weapons where your maximum one-handed is the first axe.
You will notice that instead of selecting the axe, it selects the warhammer, even though the axe is the weapon furthest to the right.
Additional comments:
Weapon types need to be divided out again. I don't want one handed weapons to auto-select between blunt and cutting. I want cutting on some troops, and blunt on other troops. Yet, I still prefer the auto-upgrade system because I'd prefer to have my early units still be viable late game, because they'll be level 20! Whereas if I don't use upgradable, they'll still be in clothing with spears... or more likely dead.
I had noticed this as well, it wanted to give my units Longswords instead of Boreal Blades. Kind of understand why it would do that, crystal can be hard to get. How about we split it so instead of just a one-handed weapons category, we have a non-magical and magical versions of it (likewise for the other weapon types)? And it would be really nice to be able to tell the game to stick with a certain weapon type when you designed a unit around a certain weapon attack ability, as currently when you upgrade it just gives you whatever it thinks is best, and suddenly you go from swords to maces and that really isn't equivalent at all.
I definitely agree with splitting weapons back into categories. The setup now seems like a step back from FE. I get that there is only one damage type now but weapons types are still very different as developers pointed out to us, so why they lumped them all together is beyond me. The split between magical and non-magical would be nice too. I'd like to see it done with armor as well if it is done with weapons. I've had plenty of times early game where I want to take a unit with no armor to leather, but I've already researched charms and its monk's robe or nothing, which can be a real problem early game with limited crystal. At a bare minimum split the weapon types.
What I would really like, and I'm sure this won't happen, is for the upgrade button to open a design window to allow me to specifically pick the things I want. Why shouldn't I be able to select to upgrade my troops to mounted or throw on some accessories? Or mix armor types depending on how much iron and crystal I have? Weapon type and traits could be locked to keep the core of the unit intact, but at least armor/mounts/accessories should be individually selectable. And an option to upgrade troop size would be great. I've seen in it mods, but the forum comments I saw mentioned problems with the pricing of the size upgrades so I think it would be better built in. Making the upgrade options more robust would add to the RPG feel, you get a unit on turn 7 and he is with you until the very end because he never becomes obsolete.
Seems like they should pull up the unit designer and let you pick the upgrades. Put them on horses or wargs, fit them out with pendants and rings, etc.
I just started playing yesterday and noticed this behavior right away. It's a two part problem because it can happen both with manual upgrades and automatic unit design upgrades. Before having a chance to build a unit of my freshly designed leather spearmen the design had upgraded itself to a robe which uses crystal. I was shocked when the first unit popped out wearing a robe. Not what I wanted! I have resorted to not designing units with anything auto-upgradable.
A fix for manual upgrades would be to allow us to select what we want to upgrade to! Makes sense right? Have a list of icons with items names pop up and click what you want. For weapons I feel the choice should be restricted by weapon type and if it's 1h or 2h. An alternative would be an extra fee (training) if you switch from 1h to 2h or from axe to sword for example.
Yes, this is my #1 complaint with LH over FE. I want blunt/cutting/pierce to be separated again. Auto-upgrade is "broken" because of lumping all 1 or 2 handed weapons together.
I would also like to split out the magical items form the auto-upgrade path because crystal is rare enough that all of a sudden all your troops needing crystal becomes a problem. My personal habit is to design 1 elite troop type which has "everything" and then a cannon fodder type troop to flesh out my army when I've run out of crystal. (I also use mages.)
Speaking of mages, can we have all elements of staves/wands from the beginning? Also, the unit designer says wands are 1-handed, but then will not allow the mage to equip a shield. What up???
+1...........
i think the weird upgrade paths are going to be adressed in the next patch.
0.52 change log contains this item:
"New system for weapon upgrades where we can define types (some axemen always upgrade to axes, swordsmen to swords, etc)"
i guess that means no more club > axe > mace > longsword, or spear > boar spear > battle axe > maul
still, i'd personally prefer the other suggestion that has been brought up in several threads already (option to upgrade to a different design instead of just incremental upgrade of specific components)
I hope this means weapon AND armor upgrades since the same thing happens with armor. They must be aware of this. I hope they are!
the change log only mentions weapon upgrades, so it probably won't include armor. i don't actually think armor is all that important. i mean - if you have leather armor and get the low level magic techs before you unlock the mail armor tech, you probably shouldn't use the upgrade function (unless you actually can/want to invest crystal to switch from leather breastplates to monk robes).
if you deliberately design units around monk robes, you'll probably also add other dodge bonuses, so you don't want to upgrade them at all - the "upgrade" to mail armor would likely make them worse by removing some of the dodge (and possibly reducing their initiative) and the upgrade to aegis robes removes the 5 dodge for 2(?) more armor - probably not worth it either.
the only real concern (imo) is leather+wood shields - if you unlock monk robes before the first shield upgrade (at blacksmithing i think?), you have no way of upgrading only the shields without also switching the chest piece.
We should be able to manually upgrade trained units in the same way we upgrade champions. Weapons, armor AND equipment. This way there is no confusion when it comes to manually upgrading. The UI is already in place.
Upgradeable weapons give my archers Ignys Longbows. However, I'm playing as Tarth, making Rams' Horn Longbows FAR better because of the armor piercing mechanic. The only way for me to get around this is to specify the RHL as weapon of choice for the unit - and the game still offers to let me upgrade the weapons!
Agree, designing units with upgradable equipment is now useless, you have to design units specifically for each tech level now. Annoying.
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