I'm very excited about 1.1, the first big gameplay patch, since it seems to plan to address some of my biggest frustrations with the gameplay. We have been given some information about 1.1, but it doesn't sound like the final list of changes is set in stone. That means that there may still be time to get a few other things into 1.1
What else would you like 1.1 to do for Elemental? Please keep it realistic...this is just a patch, and thus changes need to be reasonable, in keeping with the level of changes that have already been put out. Thus, we can get some small additions and alterations, such as changing the way mana works, but 1.1 is not going to add real time battles or anything like that.
Here is what I would most like to see:
1) Battle Setup: So far we are getting an initiative system, which could be very cool. Many of us have also asked for some way to setup our forces before a battle starts so that we can apply better tactics. I think this will be especially important since SD says that 1.1 will encourage larger armies. I could see this being done in two ways. 1) Same as current where units are basically randomly thrown on the map, but allow players to reposition units within their deployment zone. 2) Create a deployment window with all units in an army and allow players to drag each unit onto the map and place them in the deployment zone.
2) Separate Movement from Attack: As part of the change to Initiative for combat, this is really important. This would fix the 'fast sword adds movement' problem. You could also create units that are fast, but don't have tons of attacks, which would help balance combat. Right now, an archer can shoot several times each turn, mages can cast several powerful spells, etc. Limit each unit to one offensive action or add a new stat that determines attack, separate from Movement or Combat Speed / Initiative. Link the attack to movement to prevent the 'kite' strategy where an archer runs away from a melee opponent while shooting. This should be possible only for fast skirmishers and light cavalry.
3) Ammunition: Limit the amount of ammunition for ranged attackers. Each unit should have enough ammo for a normal battle, but should not have infinite ammo, thus allowing things like the kite strategy against much stronger enemies. This would help balance ranged attackers. You could also create things like special ammunition (bodkin arrow, poison arrow, etc) or extra ammunition as a kit item.
4) Create larger / longer battlefields: Currently, there isn't much room to maneuver. Everyone just does a headlong charge, and you are then on top of each other. This makes tactical maneuvering, which is a key part of combat, impossible. The ranges are also so long that you can easily kill enemies in their deployment zone. A larger or at least longer battlefield would allow time for maneuver and formation setup and would prevent ranged attackers from engaging from turn 1.
5) Mod Guide: The mod tools are great, and the XML is powerful, but there is so much of it that isn't commented or explained. We don't need huge tutorials (Although that would be nice) but a simple guide explaining more of the XML functions would be nice, especially in how different things link together.
6) Quest Editor: We have some great mod tools, but nothing that lets people create new quests. We can certainly do it with the existing files, but it is cumbersome, and as in #5, we don't have a clear guide on what can be done. A nice Quest Editor would really help the community out. I think you would quickly see some really fun, interesting, deep quests, which would really help flesh out that section of the game.