EDIT: Since 1.5 just came out, I am changing the title and some small elements of the OP, the bulk of the original post is, however, still applicable.
I really like what I can see of FE:LH 1.3 a lot so far, and don't think that LH needs much to become a truly "great" game (rating above 8/10). I think this is all it needs to go down in history as meeting the promise of the best successor to M&M and surpassing it as the next milestone. With one exception (see §5 below), I do not think that any of the following should be made into DLC or passed off to modders, but should form the basis of those projects.
1. UI
- Many screens are not closable via hotkey. All screens should be able to be closed by pressing "escape", and/or the same hotkey used to open them, by default (instead of having to click a "done" button).
- Important screens, such as research, should be accessable via their own hotkey, not the "K" key and then the click of a tab. Research, for instance, should be instantly accessible via "R", or something else, by default.
- All hotkeys should be customizable.
- There is currently no way in-game (or out of it) to view the progression tree available to Champions except in the few opportunities one has during level-up; this should be viewable by pressing a hotkey, or at least by clicking a button somewhere on the "unit details" screen.
- On the main UI overlay, with a city selected, rollover information tells me at what level the city's population is capped due to food, but nowhere can I actually see the current population -- for this, I must click on the city's details. I should not need an extra click, and hence should see the currenty population either in the round overlay window bottom left or in the mouseover info on the city's level bar.
- Entity hotkeys: It has become standard syntax in strategy games to be able to assign units or groups of units or locations a hotkey by pressing ctrl-# and then using the appropriate # key to select that entity. This is currently lacking in LH. This would also be useful for assigning makeshift Rallypoints, by being able to assign a hotkey to a tile.
- Rally Points: Although LH is more about Champions than units, still much of the game resolves around training at least a couple of units. Each unit-producing location (or at least towns) should have a default Rally Point (currently, the town itself) which can be altered to automatically send produced units to the selected destination upon completion of their training.
- More varied selection in game setup: Research can currently only be slow, fast, or normal, but I would like to have at least 7 choices, if I cannot enter a % integer on my own (as in Distant Worlds). Slow is too slow for me, but normal is too fast.
- An additional screen, much like the City overview, for Champions, so you can always find those that may inadvertently be stationed somewhere. The overview should list the basic stats, enchantments, and little icons for the equipement carried.
2. Tactical Combat features
Tactical combat is currently good, but still not quite as good as one might expect or hope, even looking at some oldies but goodies (e.g. AoW:SM).
- Currently, there is no accuracy penalty to distant or obscured targets with ranged weapons, which not only feels counterintuitive (archers shooting around corners, 20 tiles away just as likely to hit as point blank) but reduces the tactical choices players have with ranged units (currently, it's a no-brainer: move your ranged units as far away as possible and run around if necessary). Introducing penalties for obscured (LOS) or distant targets would allow players to make a choice (do I stay in mid-range for better chances to hit, or play it safe, or a bit more risky?). Additionally, this would make the difference between ranged weapons more variable and interesting, e.g.: magic staves may have the longest optimal range, crossbows the second longest, longbows the third, shortbows the forth, and thrown weapons the worst. Some rudimentary system should suffice, e.g. so that archers, for example, have a slightly less than optimal chance to hit a target on the other side of the tactical board than at point-blank range (while magic staves, for instance, might have an infinite range), and some form of rudimentary line-of-sight calculation (so that obstacles, debris and other units give a slight penalty to hit) -- all of which could be modified by a unit's level or traits. One very simple way of implementing this would be to simply name an integer for each weapon as that unit's optimal range at or below which no accuracy penalty is applied, with a modification type (S, M, L, XL) to roughly indicate a range penalty beyond this point. One could then imagine that an integer penalty per tile is applied based on the type of weapon (Short ranged weapons (S), for instance, might have a -10 accuracy penalty per tile beyond the optimal, while XL-ranged weapons only -5. Unit traits and spells may affect any of these values. Admittedly, LOS calculations would be harder to implement, and I do not have a simple suggestion to remedy its lack.
- Terrain in tactical battles could be so much better in offering real choices to the player. For instance, some rudimentary form of terrain-type bonuses and penalties (plains, hills, forest, desert, swamp, city) for most units or factions, should be fairly easy to implement, utilizing both the value of the tile on the strategic map (e.g. bears get a bonus in forest tiles, Ironmen in hills, etc.) and the individual tiles on the strategic map (being on a hill could give a defensive bonus and an accuracy bonus to ranged units, etc.).
- Not all Resistance rolls should be the same: Some spells and units should allow for +bonuses or - penalties to certain resistance rolls, so that some skills become more interesting and usable, e.g. "... unless the target resists at a -15 penalty". Some attributes should allow some units a bonus or penalty to some rolls as well, e.g. being "Large" might grant extra resistance to a "Web" attempt by default, for example...
3. Documentation
- The Manual, the Spellbook, and, in some instances, the Hiergamenon is in many places very out-of-date, being frequently the status quo ante of Fallen Enchantress of 18 months ago.
- Currently nearly impossible to determine which spells are obtainable under which circumstances, except for very few exceptions. The "prerequisites" listings of the Hiergamenon spells are frequently missing, and the mouseovers of traits (e.g. "Air Mage") only show what that level offers, not the ones before it (e.g. Air Apprentice). There is no way in-game (or out of it) to view the progression tree available to Champions except in the few opportunities one has during level-up -- this should be viewable by pressing a hotkey.
4. AI
The AI has seen improvement, but still has faults in some areas. Please see the consolidated AI thread (This thread here ) for more info.
5. Content
- Spells: There are a great many variables in LH, but most spells seem to affect only a few. Frankly, I find most of the spells available to most of the champions fairly mundane. While I am not expecting the variety available in a game such as Dominions without DLC, I do think that at least half of the suggestions for spells one can find on the forums over the past months are suitable and easily implementable for vanilla LH, at the very least more variety amongst the tactical spells for the "standard" spellbooks (elemental/life/death), and a few to unlock in the "Magic" research tab. I think an increase of anywhere between 25% and 50%, including the cross-class spells (below), would be worthwhile for Vanilla LH.
- Cross-class spells: I'd like to see at least some spells unlock for mages who have access to different spellbooks, e.g. Earth Mage und Death Disciple might unlock Raise Fallen, etc.
- 10-25% increase in variety of items and monsters (without DLC)
- I would pay DLC-$ for additional quests, maps, and also items, monsters, and spells above the scope of that described above.
6. Ruleset
- Non-hostile entities should not disrupt movement (see pathing dilemmas for more details). Currently, it is the case that by clicking on a nearby destination, I have inadvertently sent my units on a 20-turn hike around the world because some friendly unit may be moving through or sitting on a bottleneck. Friendly units should be able to pass through these, and if they end the turn on them together, we should simply see the little "2" or whatever icon to show that 2 or more armies are present in that one tile. Allied cities should also be able to be moved through.
- It would be nice if at least some of the greatly over- or underpowered elements of the game were adjusted without resorting to Modding. Selecting the 20 most common remarks, such as the "Tame" ability, from these forums should be sufficient. This is particularly important because the AI seems to be better at adjusting its strategy to Vanilla values vs. those generated by mods.
7. Thank you for listening and your constructive criticism / feedback.
Archers can fire over objects in battles, you often see them at the back firing over their own front line troops or walls that would block movement. Even though the tactical animations don't show this, I'm sure that's what they're trying to simulate. However, I agree that if a unit is standing right in front of the target, there should be a % chance that this unit would be hit instead of the target.
After a few games in 1.3 release, I really think Citybuilding AI needs a lot more attention, particularly the way the AI chooses
- Enchantments for its cities
- City specialization, and also
- Buildings (vs. training units for its cities)
See here https://forums.elementalgame.com/447719/page/1/#3391382 for more discussion.
One other thing: I've been razing most of the enemy cities I find now, because most of them just seem so poorly built, and I discover something worse: The cities are placed truly suboptimally as well! I razed a city built on a 2-4-0 tile to find, right next to it, a 3-3-3 tile! Why didn't the AI settle on the 3.3.3 and choose a much poorer tile instead?!?
i want the citizen animations to come back to give some personality and life to my cities. i have a 32-bit system if that matters...
Thanks for doing this post. I'm going to keep an eye on it and pass notes to Derek. 1.4 is pretty far along in preproduction so much of this wouldn't fall until 1.5 I'd suspect which is some months away.
AI is too peaceful. Empires vs.Kingdoms should have -5 in relations. Also AI gets impressed by a player very easily. It should be impressed only if hoplessly weaker than a
player. AI should be agressive -5 particularly against human player (we don't trust you).
Emmpires should use horses.
Wargs are less useful than horses. Let wargs give a bonus +1 to Attack (they bite).
Crossbows are rather useless unless they gain more Attack and armor piercing.
AI should make fortresses from the best villages or just buld more fortresses to produce better troops. Or let AI build only 1 city and onecloister and make fortresses from all other settlements.
How to control unrest in huge empires if I like to play XL maps? Is there a repeating research technology that reduces unrest in all empire? E.g. Advanced administration? (I just don't know).
Let shields add 10-20 dodge or defence against ranged weapons.
All weapons except swords have a special strike. Add a thrust attack to swords, which is 50% armorpiercing.
@webusver I really like your ideas.
Especially concerning crossbows. They have too much "do not use these" by having an extra -2 Initiative on top of the also horrendous bows' Initiative which makes them extra bad.
Yes they do grant you the "line fire", but that is almost never effective (at most hit 3 units and normally only 2 of the 5 you technically can, because no AI is dumb enough to get in a line before my crossbows..)
Yes they are one-handed, but that does never matter because the only thing you can do is equip a shield to them and what does a shield do for ranged units? Exactly nothing. If there would be a torch or something that would give an archer bonus, maybe +2 fire attack or +5 accuracy or whatever it would be ok, but in the current stage I never use them, because they are totally worthless.
(I even tried equipping them with a shield and maximum armor and then using Ironeers "Guarded Strike" with them, but they were too slow and did nearly no damage...)
Crossbows as you suggested should have armor piercing just like they in real life had more damage versus heavyli armored units than normal bows. At least that would make it a decision to equip them versus heavy armored units.
The Equipment tool that gives the champion "Maul" does not work for Magic Staffs.. I suspect it also does not work for other ranged combat? I woul like that it would work for ranged combat too. Because else it would be useless for an archer.
another UI: Could we please have a way to sort our designed units, especially in the Train menu? According to labor, material, crystal, weapon type would be nice, or also custom drag-and-drop. Default is currently unchangeable, and that is by design time.
AI cheating: It would be nice if the AI would get more cheats which benefit it later (I am only challenged until the end of Early Game, when I can be steamrolled by AI), such as increased research bonuses per turn (e.g. hard faction gains +1 research every 10 turns, expert +1 every 5, etc.).
Population mechanic: It would be nice if there were some incentive to growth/population past reaching level 5, such as a marginal bonus to gildar, research, and/or production.
For the love of God, please consider having non-hostile entities (units and structures) be able to move through / stack with each other, the current pathing computations can occasionally cause game-breaking logistical nightmares.
I suggest 3 diplomatic settings which could improve gameplay. AI should react to human players expansion. The first occurs when a player goes to war with any opponent. Thus others consider him a good target to attack. The second occurs when a player attacks an ally of that kingdom. AI Allies should react by declaring war to human player. The third occurs when human player just builds more cities.
1. You participate in war. - (This results in -10 to relations).
2. You are at war with my ally - (This results in additional -20 to relations and should lead to war).
3. You have expanded too much - (This results in -1 to relations per city in human players kingdom or empire).
Also I suggest making treaties with human player more expensive. I also suggest more situations, when AI demands gold and resources from human player and if human player refuses, this leads to penalties in relations.
Another thought. Now about heroes, who I think are relatively weak vs. common troops and very expensive to equip. I suggest equipment costs in shops should be redused - halved. Let AI heroes update their equipment to the best automatically and free of charge once any of them visits a city.
I also suggest increase of Attack value per each level of experience. There is not much opportunities for wizards since mana is rare. Classes Defender and Commander are weak combatants. It needs a lot of levels to train a deadly assasin and some increase in Attack would benefit him. Now only warrior may be strond and universal hero type. He can easily get 3 levels of lethal and here he comes - the grat killer of all. 5 level warror is the easiest to obtain killing machine. After that our warrior may learn magic and become decent spellcaster.
This suggestion may be more complex, because you need to teach AI to use these strategies.
I suggest more strategic options: attack city, blockade city, raid city.
Attack - leads to battle with the garrison as it happens now.
Blockade - leads a blockaded sity to stop produŃing income, research and mana. This may be useful when attackers forces are weak, and defender has no troops for counterattack.
Raid - if during a war an enemy unit reaches a tile with resourses (horses, wargs, crystalls, iron...) he raids some of these resources.
Let non-hostile units to move through cities and outposts. Cities grow and block the way. It's very hard to move through allies territory since player needs to bypass allies cities.
Give all races all types of clothes, faces and hair to construct custom units. Now I'm playing with mancers and they have scouts and spearmen with hair type which is not available in unit constructor. Why not to give freedom of customisation to player? Unit's editor is one of the greates features of FE.
Another suggestion about crossbows. Its current special ability almost never happens making crossbows less useful. Replace its special ability to "Sniper shot" (100% critical hit). Really crossbows are easy to aim since you don't have to strengthen to hold the bowstring. Shot from crossbow may make opponents fall 1 square back.
It would be nice to more personalize different races. May every race can train special creature/henchman, have additional production/income/research bonuses. Lets imagine humans be good traders, ironeers good workers and smiths, mancers good explorers and rangers, others be good at research, at looting treasures etc. There may be even different types of regimes. In Master of Orion there were feudalism, dictatorship, democracy, unification.
city upgrade prison is a good way. - if you have a big empire you should build more than one prison city upgrade, i dont remember exactly but i think it reduces the unrest by 10 % or reduces the effect of to many cities malus on unrest... i guess there are 2 different city upgrades... but where to look? there is no documentation...
so:
BIG NUMBER ONE MUST SUPER IMPORTANT:
Documentation, Wiki, PDF, whatever. and Details. i love details. wanna see a great documentation? - tell derek to hire "xienwolf" for it http://forums.civfanatics.com/showthread.php?t=265888 especially after page 100 - i never saw a better and detailed docu of a game in my life (except detailed wiki pages)
Yes at Fortress of 4 level there is bonus of -10 unrest in all cities. I've read at fortress level 5 there is -30 unrest. The highest level of cities in my games was 4.
rly? maul on ranged doesn't make sense sorry. maul is kinda raging infight action. you damage your opponent and with that damage you gain kinda bloodrage to hit him again and again until he can block or dodge your 'bloodlust'. how would that work with an archer or mage? its a melee action only. but i guess one yould argue it could be possible with melee staff too.
Well just another suggestion. This one gives more comfort to a player and somehow prevents from reloading the saved game.
Suggestion is about looting treasure. Especially from the start player wants to find any useful weapons and armor as treasures. If I reload a game I may find an inforced chainmail instead of useless trinket or bottle or scroll. It also may be dissapointing that after defeating a strong opponent you find an item which is useless to you.
So what I propose. There always should be several things in treasure vaults, but player should be allowed to choose only one of them and "give other treasure as reward to your kingdom". Another explanations "You see new monsters approaching. You must choose one treasure and retreat. What do you choose?" "You hear that the cave begins to collapse and you have time to take only one thing. What do you choose?" "A gnome offers you some treasure to choose. What do you choose?"
There also may be a new trait. "Looter" which allows to take two treasures from the vault instead of one.
This may also be actual for people who want to discover new things from Loot Pack DLC. May be this new feature should be integrated into DLC to make it more worthful.
There is the rats and doom club quest that is sort of like that. You can choose the doom club or 100 gildar. More quests that you an option a or b to pick from are not a bad idea
y with quests you can decide, but not with regular 'dungeon loot' - but anyway, its possible to sell that stuff afterwards... but the pick one would be nice, after you get the 3rd time a doom club or your 5th leather boots, it gets a little boring, would be nice to choose like he said: the dungeon collapses, you can choose one item to take with: leather boots or doom club
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