Though I have only had a few hours with FE:LH so far, I have to say I love a lot of the improvements, principle of which is the skill tree system. However the one thing I would like to see is larger maps. During FE I played only a few games, but were they games. There was a mod that expanded the random map sizes enormously and I enjoyed the large games far more than the smaller ones I have now. I don't know if anyone else feels this way, but for me the really get a feel for the world of elemental the map needs to be huge and teeming with wild lands and monsters that you have to bash your way through before the kingdoms can even meet and go to war (save those instances when you were spawned close. So for me I would like to see stupidly large random maps in a patch or even DLC.
- quick graphics quality setting low/medium/high. I am not a 3D graphic to understand the severity of impact like "texture atlas", "dynamic shadows" etc... I am not saying remove them, but make one overarching setting which wouldnt need alt-tabing to wikipedia.
Just to wage in against something i consider vocal, but still quite a minority - multiplayer is below recognition threshold on my personal "want to have" list. I yet have to see 4x game with multiplayer which would retain its depth and would not require 10+ hours uninterrupted sessions (something what majority of players simply cant pull off).
1) Wanderlust for all to start with.
2) AI is a bit off, needs to be a tad more engaging.
3) Make interacting with other nations worth it.
4) Prevent cities from blocking off accessing the otherside of the map. Seriously I get to a bottle neck on a map and bam I can't cross unless I attack an outpost, city, or a camped unit.
5) Quick save slots!
Alot of issues with grammer, granted I'm not an english teacher but alot of the tooltips just read off from what they do.
Hot keys for strategical spells. Higher level cities, More traits like a animal friend trait, I want this game to have so many options that the us military strides to be like it with capabilities.
In order of priority:
1) Bug fixes
2) A better AI; better at building its stacks, better at targeting goodies and outposts, better at shifting to all-out defence when it's losing.
3) An AI that uses resource limits. Give it resource bonuses, extra resources at the start, etc., but ignoring limits entirely is too much.
4) The User Interface could be improved. E.g. heroes screen, make technology easier to trade, add a tooltip to show the Swarm bonus, etc. etc.
5) Documentation could certainly be improved, although personally I would be happy with in-game documentation, such as the tooltip to show Swarm bonus.
I agree while multiplayer would be nice it's a big undertaking and there's no point in doing it badly, or at the expense of other improvements. Similarly I can't imagine people are crying out for more scenarios.
I feel the Age of Wonders series refined the mechanics nicely.
Check out the play-by-email-wrappers.
I love LH and all the improvements... but I really miss the encumbrance system from FE. It would be great if it could be turned on or off as an option.
1. Steam workshop (modding is permanently small-time without it)
2. Remove XP split
3. Implement some champion/sovereign AI
Without the workshop functionality, only a small fraction of players will ever use mods. The XP split is so no one ever complains of too many heroes, or non-legendary heroes, and people can play in a fun, intuitive way. Number 3 is so they don't have to constantly nerf champions to make the game some semblance of competitive. I captured Queen Procipenee over the weekend and she was going down the path of the Commander in a breath-first traversal of all the trees. This is consistent with all I have seen so far. If the AI can't use the most dynamic weapons, then if the goal is competitive AI, champions will either have to be nerfed to irrelevance (the XP split goes a long way in this regard) or units continually buffed until champions are irrelevant (we are getting closer there). Implementing some champion/sovereign AI is a fun alternative to these measures for the player.
better UI
EVERYTHING needs to be quantified
instead of "build a mine to get gold" how hard is it to quantify that?
instead of "increases swarm bonus" how hard is it to quantify that?
instead of just having colored text to indicate change (i.e. toggling tax rates) there should be parentheses that quantifies the compared value
and why isn't there spillover?
the documentation (hieragemenanon) needs to have links and actual equations in it. "unlocks X ability tells me nothing" if I don't know exactly what X ability does
the game seems pretty simple. searching for random posts explaining the math is the hard part...
going through the trial and error to discover the formulas and the "answers" to the quests is the hard part...
the manual is insufficient documentation
the whole point of a strategy game is to make informed decisions...
without a thorough explanation of the costs and benefits, the strategy is crippled. it's already there in the game design - it just needs to be exposed
outside of quest "spoilers", everything really should be exposed in its raw formulaic glory to allow the player to weigh cost and benefit
the major thing this game got right is that a large portion of it is RPG/PvE/tactics so things like AI getting random bonuses don't completely take out the fun factor like in a traditional symmetrical set up
maybe a real wiki would work better? community seems knowledgable enough
1) A better interface for casting enchantments, currently If I want to case courage on a ton of heroes I have to go through a clickfest.
2) Equipment interface needs to get alot better.
3) Please fix the treasure/loot bug. I happen to run over and past a treasure/loot box and I wont get it, I have to manually click and land on it. Annonying to say the lease.
4) Fix movement
1- Id love to see dynasties put back in officially. I know some are working on it for a mod and Ive enabled dynasties in my XML folder, but Id like to see more done with this and especially your children. Heck, maybe if the game lasts long enough, one of your children takes over and you retire.
2- Also would like to see UNREST added to the main city info screen...the one at the bottom of your screen which gives a few of important numbers there. Unrest should be on there without me having to go further into the city screen just to find it. If it matters it should be easy to see or perhaps add it to a tool tip when you hover over the city.
3-Would also like a pop up for the city you just built to change the name, when its founded. I know about the rename feature already, but would just like it when the city is founded.
4- I want that darn little beginning intro you had for FE or was it WoTM. The little sprites going across the screen and the music was great! Loved watching those old 8bit chars or were they even older than that?
5- As the previous poster said...please make enchantment casting a bit easier on the fingers. There has to be something that can be done when we to enchant up our champs or troops.
Please allow me to click and examine an enemy unit in the battle screen.
Some of my wishlist ideas:
* Option to play as a Random sovereign (so you don't know which of the sovereigns you will be until the game starts).
* Option to stop other factions' caravans appearing as monsters (i.e. red squares) on the minimap. I keep looking for all the 'monsters' that are entering my settlements on the map only to find that they're harmless caravans.
* Ability to play the Trogs race as a Kingdom faction. (I'm not sure if this is a bug or if Trogs were intended to be Empire only.) I like the Trogs.
* Pioneers having a toggleable perimeter guide so you can see which valid city locations (settleable tiles) will be removed if they settle on the current tile. This would help with knowing whether you can fit multiple settlements on those large areas of settleable tiles.
* A High Score table that records the result of all your games similar to the format used in the Civilization series.
* More clarity or visual cues on what types of equipment the unique heroes can use. I recruited Kasst (the Brood Warden) and found out by trial and error what he/she could use. I'm not sure if it was a bug, but my Kasst could use some shields and not others.
* Units/armies move to the vacant tile held by enemies they just defeated immediately after the battle (to prevent the frustration of killing a monster and then watching as an enemy faction collects the loot from the monster's lair before you can move there.)
* Ability to change the order of units in the Army Management box (the box with the nine unit circles). It's really fiddly when you're trying to compare equipment between champions and they are not adjacent in the army. If I select a champion and click "Equip" to see their inventory, and then click the arrows to view the other champions' inventories, I invariably end up on the Details screen of some non-champion unit (because they don't have an Equip screen), which means I have to click "Equip" again when I get to the next champion. If we can't reorder the army units, maybe non-champion units could be a given a blank Equip screen so at least clicking through the entire army doesn't force you to toggle between the Equip and Details screens. (I realise you can use the Trade screen to compare champions' equipment, but that screen doesn't show the champions' stats, so you can't see, for example, which champion would most benefit from extra Dodge or Spell Resist etc.)
* A 'stash' or armoury inventory so that a champion can leave surplus inventory items in a settlement for another champion to collect.
* A non-aggressive way of solving the problem of having your units ejected from another faction's territory. It is annoying when you're trying to cross another faction's land and some turns you are ejected but other turns your trespassing is ignored. Maybe 'free passage' could be purchased through the diplomacy screen or open borders treaties could be negotiated?
* Ability to create custom champion paths/classes. Or maybe an option to take two paths (e.g. Warrior and Assassin) for a certain cost (such as -20% experience). Although I like the inclusion of the skill trees, I feel the old system in FE allowed for greater customisation and variation.
I really like these already mentioned requests:
better looking, easier manageable city building que.
Upgrading city window should be movable, cities brwosable before selecting the upgrade city type.
Everywhere, even on popup windows, units and heroes should show LVL of unit! and experience bar so we can see how far are they to leveling.
XP gain due to unit using it's abilities, not simply because it is in a army stack that won. maybe even dual way of experience gaining - passive and active due to using it's abilities...
Random map creator far better and with more options. Starting positions placement for all factions; handicapps etc.
terrain having bigger impact on tactical and other fights.
sieges. prolonged taking over of cities.
Realm wide spells - shields, protectorates....banning of unit movements unless allied.
Diplomacy screen having info on present treaties- for example how long do we have till non agression treaty passes.
I am not sure that PBEM is what most of the proponenst actualy mean by multiplayer. Does that btw imply autoreslove of tactical battles? On the other hand this might be much more easier to implement...
oh yes, outpost construction and upgrading rethinking. it's simply nto working well now...
we need either separate que for outposts, like a worker unit that does that, or buying upgrades in gold, which take time to construct.
I'm not allowing my cities to do outposts upgrades, there is always something important to build at home.
1) Bug Fixes/AI Improvements. I still feel like this game is me vs the monsters with the occasional other city coming around.
2) Be able to see in the tech tree how much research a tech costs.
3) More easily change city spells (i hate having to go to the details screen to dismiss spells).
4) A way to bulk cast spells that i might case on my whole army or spells like raise/lower land.
5) A rebalance of late game tech. Personally i feel by the time i go to late game i have to push the magic tree because the spell of making victory is pretty easy to get compared to others. I don't feel like i can every enjoy the late game tech.
6) Rebalance heart of fire. I still think its OP.
7) Pioneer queue issue fixed.
8) Make food a more powerful component of the game. Right now food feels like an afterthought to me, i make it when i'm close to my limit, else i leave it alone. I don't think it contributes strongly enough to the growth mechanic right now.
If you have a huge 10+ stack knocking at your door, there is no upgrade more important than outpost ones
If AI improvements will give you stuff like that to handle on lower difficulties as well, you might have a real choice on your hands next patch.
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