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.
Will there be 1.6 patch?
N/A
I'd want three things. In order of preference:
1st: Endgame technology (the 5 or 10% increases) costs should rise steeply and exponentially. If raising it once takes me 7 turns, raising it again should take 14, then 28, then 56 (etc), given the same amount of research points per turn. Something like that. I like to push my research a lot, but it feels really overpowered and stupid having each level of advanced tech take the same amount of research, while my research per turn is always increasing.
2nd: Give me a reason to play something other than a mage. Something fancy for defenders, attackers, assassins, and the administrators.
3rd: Those guys on empire side that emulate heroes but can't cast spells, should be able to cast non-mage non-elemental spells, like the defender's only summoning ability. Or change the abilities so they aren't spells at all. Currently, it feels like only the administrator is actually worth making here.
UI: I really really really want to have my map point due North by default (gridlines up and down not at a 45 degree angle)
COMBAT: I want control over how my units deploy. Putting my new familiar at the front is not funny
COMBAT: whole-heartedly agree there should range penalties of some kind. The Beer&pretzel crowd mostly prefer RTS anyway
DOCUMENTATION: All formulae/mechanics should be available to players. I shouldn't have to trawl the net to find the place someone has worked them out and posted them. I don't have to look at them but if I want to know how something actually works I should be able to see it easily.
these three things :
1. In unit designer , it should warn you if you already have unit with that name(even if it is not visible cause of research) and don't allow you to have two units with same name(for example spearman , spearman).
2. retiring unit don't retire the unit next time when i start new game
3. Editing unit creates a new unit with same name it does not override existing unit.
They bother me a lot
I would like the option to either hide the unit in my present game or to permanently retire it for good.
This is how it works already. There is a unique internal name that is something like "Spearmen_1235234" that the game uses to keep track of which is which, and then a display name (which is the one you specify.)
Quest bugs, quest bugs, quest bugs....I DO wish they would get a patch out ASAP to fix these days. Now the Temple quest I see about disappears when I go to it...no warning, no anything, just vanishes....sigh.
I'd really hope for a way to modify how upgrade costs are calculated. 50 gold for an additional level, without paying additional metal and crystals just seems cheap. If you're lacking in metal/crystal, building a size 3 unit and paying gold to upgrade it to a larger group really feels like an exploit.
I'll keep it realistic with three simple things I haven't seen mentioned already:
1. Bring *back* the ability to assign specific terrains to a kingdom or empire. I believe it was only WoM where each player/opponent had a unique terrain/biome attached to them, and would spread within all settlements; not just limited to grassland and "evil" wasteland. You could mod/assign your custom kingdoms/empires to have all their settlements spread deserts, snow, barren/rock, and I think one more. You could make an empire spread grassland if you wanted to, for example. And now, I think a few additional biome types should be included as well, like swamp, jungle, fire/lava area, and perhaps a few newer ones I'm forgetting.
I know why this feature was removed, but between the advancements in Elemental and the machines we can run it on, I'd really, *really* like to see this finally come back to LH. The unique feel this gives to each kingdom is irreplaceable IMO.
2. Make outposts more complex and interesting. I haven't been playing for awhile, but I don't believe this has been addressed. Either make them harder to build, or use another method to keep the AI from spamming them so much. I think there should be better ways to defend them, like being able to train guards at the outposts, and then they must stay there. Have different types of outposts -- perhaps an "elemental outpost" that can slightly amplify the power of nearby shards, and it can train mages. There is a lot of potential here, but outposts in their current state are missing something. To implement this is probably the most involved of my three points, but I believe it's needed.
3. More random events, that actually feel random. The same events seem to happen to me in every game, and in the same order. I know every single time I hit mid-game, like clockwork, every opponent will suddenly go insane/enraged and all start attacking each other as a "random event". This completely kills replayability for me on some level. Just adding some new events for variety sake, and not making the time the events occur in such a predictable manner will strengthen LH immensely.
I'd also love bringing back naval exploration, making it decent and incorporating naval battles. I'd love bringing back dynasties, raising your child by making various decisions about them that craft them into who they will be as an adult. I'd love being able to capture important units, and be able to "trade" them back for rewards like specific items or gold, or perhaps your own units that your opponent has captured and held for ransom. I'd love detailed, hand-crafted cities that you can put great detail into, including your own castle and throne room. Your sovereign can freely walk around in settlements/cities, talk to people to get quests, hear townsfolk opinions on you and the world around them, do training, shop for items, catch spies, get into fights with rebels, assassins, drunks, etc. I'd love a full-fledged dungeon system from traditional caves/ruins to forest and mountain areas with multiple areas where you can move as you frequently encounter enemies and loot. I don't know what kind of hybrid game this is anymore, but dammit, doesn't it sound like the most immersive and wonderful game you've ever played? Ok, this is obviously just an incredibly-lofty wishlist dreamlist for the next game, so I'll stop now.
What I would most like in 1.6 is improvements to tactical combat.
1. I agree with the comments on ranged combat, shorts bows and longbows need more to differentiate them than merely damage.
As suggested on page 1 of this thread; a simple implementation would be to assign an accuracy penalty at long range.
Example with penalties for targets at long range and extra long range.
2. I would like to see a simple line of sight system where intervening terrain; such as a house, a stone guardian, or a hill can block a ranged attack.
3. Combat units should have traits to select from that would give them access to new skills in battle.
Fix for fullscreen mode!
It makes such a difference to performance.
Unfortunately, I can't be more specific. There is a quest icon marked Temple or Ancient Temple, but when you actually go over it with your unit, it disappears with nary a trace, and no entry on the quest list on the left hard side. . Any idea what it's about?
Really, though, I'm more worried about quest stability generally. To whit, when you finish a quest and go back for your reward, it remains a white quest icon and does absolutely nothing. Sometimes (here's an example) it may because when you kill the foozle, the left hand quest list doesn't update to reflect that fact. Other times, it does, but STILL doesn't recognize the quest as finished when you got back to the quest generation spot, and clicking on the quest in the left hand list does absolutely NOTHING, it doesn't even point back to the quest generation square. It would seem SOMETHING is SERIOUSLY wrong with how the recent patched iteration of the game is handling quest flags. Or, alternately, it is not recognizing the fact that unit has entered the quest generation square. I wish I could be more specific than this, but I simply don't know how. I know a lot of people paid a rather high price for this game compared to some other Steam offerings, and are gonna be mundo annoyed if they run into this. It's gotten so bad that I can't even finish the master quest because the left hand 10 active quests list has been filled by quests not updating. Something has got to give.
Thank you for acknowledging my post, I already put one in the support thread, that I recall, but it's not received any response, just 10 views. Most odd. I will try your suggestion of being more specific about the quests and see what happens. I know that one of the quests that malfunctioned was the one about getting the farmer's daughter from the slavers and returning her. I got the farmgirl unit, and put her in my party, but when I go the generation spot, nothing, not a peep. Others that I can recall are the obsidian shield quest (blacksmith square does nothing) and the taking the noble girl home quest...even with her in the party, the square does nothing. Most puzzling. I will consider your idea of modding the xml to do 25 quests at a time....I'd really rather that the quests worked properly, but it can be a quck and dirty temp fix. At least I can hopefully try all the different quest types before I run out of slots. Thanks for your time, and God bless.
I'd still relinquish just about any other wishes simply to have the first item under §6 implemented (non-enemy units can occupy the same tile), anything for UI (§1) would be wonderful, but please oh please, just §6?!?
Some stuff probably mentioned, but I'll let the OP clean up
UI:
- (Shortcut) "R" for road building;
- (Shortcut) "..." for shopping;
- Auto-trail Switch (Auto road building as you move if you have the trait);
- Auto-move button and shortcut (Rather than needing to click "End Turn" for this to happen);
- A key to remove message boxes (So as to lessen mouse use);
- A key to interact w/ the tile are currently on;
- "Previous" & "Next" outpost arrows to switch rapidly from one outpost to another.
GAMEPLAY:
- Improved trading (e.g. Sell/Buy/Give Cities/Outposts/Items along w/ Diplomacy modifiers if you give stuff);
- Worldwide announcements when Torax/Abeix/Delin/Vetrar/Etc. die (w/ Diplomacy modifiers to whoever killed them);
- Random flagpoles in tactical maps allowing units to exit (flee) battle;
- AIs should be able to use ALL tax rates (including modded ones).
DIPLOMACY:
- AIs should be able to sign peace with other AIs;
- Some more AI Relations tweak-able values would be nice.
QUESTS:
- Last part of Quest_Arena shouldn't give the same sword as Ongr;
- Quests should stay on the map/available and not disappear when refused.
WISHFUL THINKING:
- Capping "Refined" research categories (So AIs research more than one category);
- Duels (Loser army surrender? Is destroyed? Is returned to closest city?...);
- Possibility to offer asylum to champion(s) when a race is destroyed;
- Improved auto-path.
_________________________
LH Mods by Primal
XtraDeconstruct
XtraDeconstruct Canons
I'm going to keep it really simple.
The thing I would like seen IS a 1.6 update.
Vat am I, de Putzfrau already?
I agree, 1.6 -- even if it is not the most ambitious patch in the world -- would be something welcome to hear about. We are all excited for the other new products in the pipeline, but LH could be "epic" with just a few significant changes!! It won't take much! Please don't forget it in the excitement for GalCivIII and the other fun things which are (legitimately) occupying your resources!
1. I'd like them to clean up how militia are handled in multiple battles.
2. I'd like them to fix the summon wildling bug (AI casts it; nothing happens).
3. I'd like to be able to modify custom factions.
4. I'd like an option to disable the computer being able to use the Undead faction.
5. I'd like a button to force my units to move without ending my turn so I can then find any units with leftover movement.
6. I'd like a number indicating how many enemies are in my territory so I know at a glance if I need to scroll through.
7. Any bug fixes.
Note, I am not asking for any major changes. I'd like to see one more update to "perfect" this great game.
Now if Stardock has the resources to make continuous improvements indefinitely on this version, I'm all for that. However, assuming that's not the case, it would be great to get a super-polished final version.
You can choose which factions the game uses when you first setup your game. Just select which factions you want at the second selection screen. You don't HAVE to have any faction you don't want to. I usually remove Resoln (the spider's Beguile ability makes melee combat a chore unless your Spell Resistance is high enouch), the Undead (the Fear ability is another one that unless your Spell Resistance is high enough can get your entire party slaughtered) and the Krax (losing your CAPITAL to the Betrayal spell is nonsense, and greatly unbalanced).
There are many great features available to you once you register, including:
Sign in or Create Account