While the first impressions are still fresh, please go here:
https://www.elementalgame.com/journals
and vote on what you think of Beta 4.
Thanks!
I've played the previous betas infrequently due to time constraints, but build 4 really drew me in. Also, having a summer break helps!
Everything is really shaping up. I like the direction of towns getting more of a specialized focus. I was a bit annoyed that I could not settle villages in "that perfect spot" but then realized that outposts serve the purpose and accepted the whole fertility mechanic. Having grown very accustomed to Civ and Warlock, I was a bit confused by the tile yield system in that only the main tile factors into the towns output of food, material and essence. I figured if a tile was under my ZoC, then I could harvest all the food/material/essence. It seems a bit counter intuitive, but I can accept it, go with it and enjoy the game.
I won't say much about combat since I know it's going to get some love in the next build or so. As it is right now, I really enjoy that weapons have specific damage types and specialized roles. I do wish though that it's a priority for custom tactical placement of units be added at some point. I really hate entering battles with defenseless rich-dude's daughter getting her throat ripped out on the first turn of combat while my flaming sword wielding sovereign and cronies watch helplessly.
My quick initial impressions are that the monsters are way to passive. I have been marching my sovereign all over the map grabbing goodies and slaughtering stuff and have gone about 70 turns without building a single military unit. I had about 6 settlements going with numerous outposts and resource spots. Only once in a gray moon would a monster wander and raze the improvement. This was on Hard setting. I really think that all players need to fight tooth and nail just to get a few tiles away from their towns at first. Leaving a town without a standing army should be harshly punished by raids or flat out invasion by the wild. I'm not asking for forest drakes or dragons to come knocking on the door a dozen turns in.
The circlet that reduces enchantment upkeep to 0 for the wearer is way to OP for the 1 point it costs. I love the damn circlet or whatever it's called. I always choose it, since it is SO beneficial to not have a - mana upkeep AND have a super uber sovereign unit so loaded up with enchantment he farts pixie dust. It really needs a limit on the upkeep nullification, maybe only 3 enchantments. I mean, there's one perk that gives you +1 mana and it costs a point also. Seems way out of balance to me, even if the enchantments costs mana to initially cast.
There needs to be more dialogue from the AI rivals. I enjoy the pop ups when a rival brags about his new research or unit. How about some more snark? "I just saw you get slaughtered by a cave troll near my borders. HAR HAR HAR!" or something to that effect. Or how about a comparative message, "I just researched flaming axes and they are SO BADASS... oh, sorry, your wooden sticks are pretty neat also... "
('-')y
I like the fresh scenario, MoM returns slowly...
The design-polish is great.
Sadly I think I miss sth. : Strategy.
The game makes fun, to see your cities grow and leveling your heroes. But I miss challenging aims, things that need long-time planing, combats that can be won by finesse, creative preparation that is rewarded. I have the feeling that I am successfull by playing around and by simple basic-descisions. Everything works anyhow, I can not do anything really wrong or really perfect. I do not want to start a discussion about hardcore gamers and Casual gamers, but it is long ago that I played a really good turn-based-STRATEGY-Game apart from Civ and I have/had a lot of hope of that project because I do not know if I really like the real-time-hybrids like Sins of a solar Empire.
At the Moment the game is based on an Outpost-Spam. This makes a very good idea a little bit annoying.
I know the game already has a lot of stuff in it, but in the end combats for example always follow a simple policy: more and stronger wins.
I do not have the feeling that a clever combination of units or designing very special troops will help you or your enemy.
I also miss any influence of the terrain or real defence structures for cities, like towers or obstacles.
If you have luck with your starting position you can spam cities and grow fast, if not and you have weak neigbours you kill them and after that you are very likely the most powerful nation. I can not clearly say how to bring the game from a nice and enjoyable amusement to a challenging strategy game, but now it does not feel like that in my opinion. I like to play around a while, but I do not think it will elate me or will generate great long-term-motivation to me.
BUG: I found ancient ruins and I did not want to enter them, now I am asked every turn if I want to enter them although nobody is standing on them.
When I return to enter (Varda, some statues...) the game crashes.
Good find. I was asking myself why the army is taking long way around
I also do not like that it is not possible to move through enemy cities when having a pact.
I voted Good. I agree with erlier posters, in regards to content it's a pretty solid build, although I also would like things like postitioning to matter in tactical combat. It doesn't need to be overly complicated, a simple flanking and perhaps backstab bonus would go a long way to making it a bit more interesting.
I probably would vote exellent if all the small bugs were taken care of. I've come across nothing gamebreaking, but several small annoyances. Just from my last playthrough:
*When designing a custom sovereign/race I want to be able to pick from the races special abilities, or at least pick one of the original race abilities. Maybe I can already do this, but in that case the information is lacking.
*My hero with "true strike" couldn't use it.
*Although I played with the "no archers" trait, my city militia still had archers? This may be intended but is't a bit weird.
*The AI built cities on tiles with 0/0/0. Probably it was supposed to be an outpost? Imagine my dissapointment when I took that city...
*Not really a bug, but the Information-popups need to hold a lot more information... "Apiary: You can harvest honey..." Well, what does honey do then??? (+1 grain and +1 gildar I believe, but it should say so when I click the unbuilt resource). And that's just an example, there are loads of times when you're not really sure what does what. The create sovereig screen is another great example, you should have links to the hiergamememensomething. "Can build juggernauts". Well what's that? (I know, but a new player wouldn't, again, you can't have to much information.). The best thing would be to give the Hiergamenon a work over, and then link to that. Pretty much like they do it in Civ.
Finally, I just want to say that the Beta 4 build is the first time I keep going back to play, and this is a great thing. I've gone from WANTING to like the game to actually liking it for real. Still not lovin' it, but I'm positive it's doable to get there!
One thing making me voted poor: the IA cheats. It knows location of potential cities before scouting and quickly you are surrounding by IA cities. It is very frustrating to see systematicaly, even at very near position, good citiy positions occupied by IA. So the strategy to block this is to spam outspot. Very strange behavior to just after setting, making new pionners. It seems too incoherent, and very annoying.
As far as I know the AI isn't cheating at all unless you play higher difficulties. Why don't you try playing on easy if you find the computer to aggressive? And I don't think it's weird at all to build pioneers straight away, it's a viable strategy. Granted the AI maybe spams them a bit much, but that's because it's often a good idea to do so. It's not because the computer is "cheating". I do however think that some mechanic to limit the pioneer spam might be in order, but I think the best way to that is to have other things you'll rather build, or at least just as viable to build as a strategy.
The game is still unplayably buggy... it doesn't crash as often, and saves don't become corrupt as often... but it still crashes and saves still become corrupt.
I have yet to finish a game because of that.
It isn't her aggressivity. It is easy to cruch it at normal difficulty. It is the spamming of cities because the IA know the land without scouting, so it know where to send pionners quickly. For the wierding of creating pionners, it's just don't reflect a real colonisation scheme. You just settle after an apocalyptic war and your first act is to restart to settle somewhere else?
Presently in many game, I nearly nerver creating new cities after my capital, I just conquer the many cities of the IA. For a civilization game type, it is problem. I have a feeling to play a Small World game where we are all neightbors.
Granted it might seem a bit illogical when you look at it like that. On the other hand one of the first things I build in every Civ game is a settler too.
Do Pioneers have population cost? As I see it that would be a good way to solve it, and a reason to NOT build pioneers straight away. That would also mean that the Outpost spam would stop. What if a pioneer cost 'round 50 pop? I'm pretty sure this has been discussed before, but I'm not sure what conclusions were reached and what system is used at the moment.
If it's like you say that the AI disregards the fog of war that is a problem, but I'm pretty sure I've read that that isn't the case. I have been wrong before though.
Intitial thoughts:
I have to agree with others, it is good but not excellent. There are the obvious bugs that others have already pointed out but the few I will outline here truly irked me. I should point out that I play the majority of the game on the cloth map and would even prefer tactical battles to be cloth. That said, most of my opinions expressed here default to that mode.
Bugs:
Henchman are a great idea, except that when I bought them loads of gear, the store charged me for it and then it disappeared in their inventory. They couldn't even trade it to anyone else. So I lost money for nothing. This happened with magic items; staffs, cloaks, boots... not leather armor, though. (IMG 2)
My captured lairs' icons disappear, after a certain amount of time, for no reason. They are still there but are invisible on the cloth map. (IMG 1) (IMG 3)
Caravans trigger wildlands quests. Is this intended? Often I don't even know where the wildland is that is triggered and have to systematically search everywhere until I know; annoying.
It would be wonderful if these great new outposts would garrison units.
It would be wonderful “explore” could have a setting to stay away from wildlands, as to not trigger them prematurely.
It would be wonderful if the city upgrade UI could at least state how many of each city type you already have. A simple number (in parentheses) could suffice.
It would be wonderful if, when an army is set to “Guard” that they “awaken” when an enemy unit comes into their FOV.
Many of the Heirgamenon entries don't actually tell you anything.
Tactical battles desperately need armies to be able to “deploy” pre-battle. I know many others have said this but it needs to be reiterated. Simply lift the system from Dominions 3 or something. Currently, my bad-ass sovereign needs to run around everyone weaker, every time; this is maddeningly annoying and detrimental to re-playability.
There needs to be a way to upgrade all units of one type, similar to many other games of this genre. Just have a simple dialogue screen with a price and an “all” button that does as many as you can afford. If the player doesn't want to upgrade all, they can use the current system to upgrade singly.
As your empire's Zone of Control increases, the borders start to artifact. (IMG 4)
After I had completed a wildlands quest (Vetrar), the ZOC never disappeared and the quest never ended.
Now the things that are right with the game are also numerous. Cities are definitely heading in the correct direction. I enjoy not placing all of the buildings and the building upgrade system works well. I have modded my game to keep spacing as follows:
<MinDistancesBetweenCities>8</MinDistancesBetweenCities>
<MinDistancesBetweenOutposts>4</MinDistancesBetweenOutposts>
<MinDistanceBetweenStartingPoints>13</MinDistanceBetweenStartingPoints>
<MinDistancesBetweenImprovements>5</MinDistancesBetweenImprovements>
It feels less crowded this way and I think it improves the overall experience. If there was less water, overall, on the map, I would increase this, minimally, to 10 and go from there. This is obviously on a large map, being the only map size I ever play. The music seems to have received a little work, or perhaps I just haven't played since it has been updated; there are some epic tracks.
I could, of course, continue on and write a dissertation on every singe little thing but I would just be restating what others have said.
Thank you and continue the good work!
===============
The first thing I have to ask myself about this game is; "Why do I want to play this game?". I got hooked on MOM many years ago and I was excited for Elemental WOM to come out because it was in the same genre as MOM. I have to say that even as bad as WOM played I enjoyed the game. I look back at MOM and think what was it about that game that made it so good. I would have to say I liked it because magic was king. Most battles were about casting magic for attack and defense in both realms strategic and tactical maps. One of the goals was to learn more magic and get more manna so not to get crushed by someone who did that.
I realize that this game isn't MOM. I am not trying to tell you it should be. What I am saying is the fun factor in MOM for me was unleashing all the spells. What I am finding is at the beginning of the game that some of the sovereigns are very weak in this area. In fact, that some don't have any fighting magic for some time. I realize that this is by design but it make the sovereign less interesting when it is like that. I know that I will be playing this game for some time. I just hope that people that are new to this game don't get turn-off by choosing the wrong sovereign and finding the early battles not interesting because they can't cast anything good for awhile.
I want to say thank you for all the hard work you guys have put into this game. For I really like this game and anything other then fixing bugss is a bonus for me.
Bug note:
When in the tactical map the health meter doesn't change after eating pork. It get updated when it is the units turn. This makes it confusing on how much health the champion has.
Note: I don't get a great deal of time to play so the later stages of the game may be much better than the beginning.
BUG: Sometimes the game decides to slow down and show combats in slow motion.
This is because we unfortunately now live in the 'ME, ME' generation which wants everything handed to them on a golden plater with little to no difficulty.
They always need to feel like they can win all the time so the modern games unfortunately cave into this mentality. Current society is to blame for this with the whole "lets not keep score in games," and the "Everyone gets a trophy," Or and lets not forget "We should not get little Johnny a D or F because they may get their feelings hurt." So kids growing up with this BS pounded into their brains naturally will not be able to overcome challenges that seem to difficult because they know no better.
For me Limboldt assumed well the core problem. I agree with him 100 %. I think the minor bugs will be adressed (there will be no WOM second time, i just feel it) bu i miss this too: "I do not have the feeling that a clever combination of units or designing very special troops will help you or your enemy."I cant forget my epic fail in a space strategy game when my expensive new fleet was "missiled" to death cause of the laking missile jammer.
CIV is very good at this but Warlock I think has the best sytem with this as well as it's Auto-turn. CIV (4 and 5) and Warlock should be looked to for setting up a proper Auto-turn and alert you to what is built in cities so that you won't miss a thing. And looked to Worlock in how they make sure you have given all troops thier orders (yes you can put some on 'Sleep' so they won't shows in this phase.)
Guys just FYI when ever there is a new beta you should always go into options and see if there are any changes, Additions and even subtractions in there.
You should do this on any game you play where a major update (beta or not) has come out.
Alright. Now I've played this for a while and I can say that there are still fatal flaws in this version. The main one appears to be the following: PACING. It comes up in a number of areas.
Spell levels. God this bothers me. You start the game with your guy at level 1 or 2. You fight, fight, fight. And earn your way up to 2 or 3 by experience level 5. And then leveling kind of shuts down. Level 6 is hard to get. Level 7 not even sure what getting there involves. Really slow... Wouldn't know because I haven't been there. The spell power goes from okay (Haste/slow are GOOD, Flame dart is good, burning hands is terribad)... to useable if you have massive amounts of mana to waste. A one spell level progression is not really very exciting. Especially when sometimes the spells at any particular level can be of questionable use.
Weapons and armor. You start with militia who can barely do damage at all. Upgrade to spearmen. Who can do damage, but not to anyone with armor. Then MUCH LATER you get real weapons. In the huge gap between spears and weapons you wind up with super armored guys who basically aren't worried about your weapons at all. Armor on the other hand, comes early on and is super effective. Weapons take metal to make. Early armor does not.
Whether you win or lose appears to be significantly based around how many champions you recruit. And that's entirely based on map randomness. That's just bad design. A suggestion... Don't put champions on the map! Recruit them at the inn, using influence. In fact, influence in general seems kind of useless unless you're building henchmen, which only one race can do. Perhaps different factions can bid on the same champions...
Whether you win or lose also seems to be based around whether you manage to find an enchanted super weapon from a loot drop. Or whether you are stuck buying a crappy stick that can't damage anyone from your local store.
Great and addictive gameplay, but there are numerous serious bugs still present.
First, there are the visual bugs, like some times your hero will be in the square next to the army even though they are all in the same group (only way i managed to fix that was to leave and rejoin).
Second, there are the bugs with the engine itself, like massive graphicsl slowdowns, the game going totally out of whack since the running animation dont stop at the end of your movement (resulting in it being impossible to end the turn until you find the unit and click on it). Even worse is that it also occationately happens with the AI units.. and then its goodbye.. no way to fix that.
Third, again relating to the engine i imagine, games can only go on for so long until you get an error, and the game shuts down. Save games wont help you either, and they also get corrupted from time to time.. in short, i'd call this a major mess, its not a game at this point. More of an advanced teaser
Most of the engine problems i imagine happens because of piss poor resource handling and optimization, which i guess gives hope for the future, but seeing the version number so close to 1.0, it scares the bejezus out of me...
So, I'll toss this thought in this thread cause it is an impression:
SO, this game takes place directly after some massive cataclysm that's wiped out all civilizations with the exception of some magical remnants. Why is there not any graphical ruins of cities that are approximately the same size as the cities you get to build?
Just seems like there should be more devastation...less 'new earth' feel.
Finally had some time to play, and though I've only seen (what I hope is) early game gameplay, it's enough to make me vote: Fair.
It's an okay game really, and if this was the first beta with still at least a year until release I'd vote excellent. But having followed this game's development since way before WoM's first beta, and seeing how some (including Frogboy if I read his posts correctly) seem to think the game is nearly ready to be released, I'm not so sure it's going to be the instant classic some seem to think it will be. I'll clarify which major aspects trouble me.
Pacing; Just seems off. The only sense of urgency I'm getting is the constant pressure to spam as many pioneers as possible, if you don't the whole world is soon covered with AI towns and outposts. Not only isn't this any fun, there's no strategy involved either. It also kills any sense of immersion ("So, we're a ragtag gang of post-apocalyptic survivors that has rallied around a powerful leader, hoping that by working together we can rebuild civilization. What should we do first?" "I know, lets split up again and try to occupy as much land as possible, that way we'll be unbeatable!").And at other times it seems like there is nothing else to do but press enter over and over again ("Yay, only twelve more turns until my defender unit is build, and only six turns after that I'll have a food surplus so my town can start growing again.") If you're out exploring with one or two stacks it almost seems like you're playing a very slow RTS rather than a TBS game.
Cities; still lack character. This has improved a bit with the split into three different types, which is nice and could be a good mechanic with a bit more differentiation. But it feels like the only thing that really sets one city apart from the other is it's tile yield. One or two cities will have relatively good production, and a few will be absolute shit-holes (but still worth more than not building it), and that's about as much character as they get.
Scale; again, just seems off. You are rebuilding a civilization, but your civilization will probably only have 6 or 7 'cities'. There are only a few hundred people living in these cities, and yet you are dealing with unrest percentages by building prisons and temples (which seems a bit silly to me, when people would almost be on a first name basis in towns that small). Wars are being fought that destroy kingdoms, yet most battles are fought with maybe 50 guys on each side. Equipping a single soldier with some basic metal armor and weapons takes several years worth of a single iron mine's output. Etc, etc...
Magic; has been commented on by many others. It is mostly functional, but lacks a certain something to make it seem really magical. Mabye playing with a more magic oriented sov and civ would change my mind a bit, but I doubt it.
There's also quite a list of minor annoyances; things like enemy stacks hiding underneath other stacks, friendly units blocking movement, unpredictable monsters, UI issues, etc. A lot of these things could be fixed in the polish beta, but as some of these things have been around for ages I'm sure quite a few will slip through.
I don't want to be all negative though, there are a lot of things I like about this game. I just wish a lot of these imho fundamental areas were nailed down a lot better than they are.
I agree with the scale point you are making. It bothers me to no end that even by end game you are lucky if you have 2 to 3 thousand people living in all your towns. That is just retarded because by end game, a couple of hundred years have passed.
Another suggestion... Get RID of idling. Do not create an incentive to idle your town. Do not create incentives to idle your recruits/sovereign. Why? Because it's boring that's why. No one wants to play the park your king in a city game. These sorts of games are about incremental growth (and by these sorts I mean RPGs and TBSs). If you want to make recruits govern cities, let them do it from the field and pretend that magic takes care of the communication (It's almost like some third party presence has complete awareness of the kingdom anyways, isn't it?).
Suggestion Two: Put the spell school (fire/death/life/etc) in the spellbook so I can tell where spells come from.
Suggestion Three: Fix the one turn delay on displaying city stat/zone size changes after buildings are completed. I know the zone is actually changed because I can build altars, etc. It just doesn't display it.
Suggestion Four: Make monsters more interesting. Give them abilities that use the battlefield. Turn based battles just seem to run all pretty similarly. But these things could be very interesting. Flying units. Teleporters. Creatures who can lock you down (spiders do it from a range, but I'm thinking more like the marking 4e D&D mechanic). Creatures with area effect spells. Howls that affect your army. Clouds that take up battlefield space. Caltrops. Thorn walls. Acid pools. etc. More interesting attacks!
Some short notes on it from my impressions:
-pioneer spam. not sure how you make it less rewarding. sad fact grabbing resources early seems to be the way to go.
-tame beast doesn't seem to work anymore. I got resist on every attempt on every beast from a regular lvl 1 wolf to an umberdroth.
-memory leaks. took about an hour but the game slowed to a crawl and went from using 1 gig to 1.5 and I could sit in my resource monitor and slowly watch the RAM usage creep up.
-city customization is great. With the current pioneer spam though you wind up with a bunch of level 2 cities not going anywhere anytime soon.
-love the new spellbook and essence system nuff said.
-For the love of god stop freezing the screen when the city level increase comes up. let me scroll through my other cities and compare, see what I want to make this one. Long standing complaint on this one.
All in all the gameplay is definitely headed the right way, mostly needs polish.
There are many great features available to you once you register, including:
Sign in or Create Account