1.09n Initial Impressions

So I have finally gotten to load up 1.09n but I have a couple of things I want to point out as oddities.

1) My capital cities influence is a giant box. Now I understand that this is something that is actively being tweaked but right now it just looks kind of odd as the actual city is sort of a diagonal line surrounded by what looks like a big square.

2) New cities cost 2 food to grow. So I know that a city requires 1 food to build but I am not sure why it does not get any population growth without another food being spent.

3) New cities are basically instantly awesome. OK, so for 1 food I can instantly build a troop production center anywhere, which is capable of building any amount of buildings and population my entire faction can support. So instead of city spamming, I simply rush to get one large pop civ and a city near my enemy.

4) The Details box of spells does not give any indication that you can scroll down to see more information. This is pretty self explanatory.

5) Game crashed after trying to start a game with a previous character

6) Epic scale game have incredibly long time scales for starting researching.

I don't know if I like the way that global population works, though i think that specialists are really cool. I think I am going to play around with a mod to see if I can make it local. I think that this will be better in general.

24,171 views 29 replies
Reply #1 Top

I don't know if I like the way that global population works, though i think that specialists are really cool. I think I am going to play around with a mod to see if I can make it local. I think that this will be better in general.

End of quote

I would pay at least one karma for instructions on how to do this, if you get it to work. Obviously, I agree completely.

Reply #2 Top

Quoting LightofAbraxas, reply 1

quoting post
I don't know if I like the way that global population works, though i think that specialists are really cool. I think I am going to play around with a mod to see if I can make it local. I think that this will be better in general.


I would pay at least one karma for instructions on how to do this, if you get it to work. Obviously, I agree completely.
End of LightofAbraxas's quote

Sadly, this is not easily possible. After trying some things and conversing with Cari_Elf, this system is not meant to be done like this. I would say that we should push the devs to make it so that we can mod it at least.

Reply #3 Top

Because specialists are used for soldiers (which are not tied to a city and attaching them would impose overhead), at best you could create a local resource that is done like specialists and is used by buildings (thus limiting the number than can be used in a given city). That is assuming the creation of such a resource is possible.

Reply #4 Top

I'll get in on this.

 

First off, to the Dev Team. Thank you so much for all the work you have done since release! The game is in a state that I can play and enjoy now, and I am very hopeful for the upcoming content and the impending state of "Elemental-to-be".

 

The Good:

-Threading good! I like fast turns.

-The overall UI cleaned up nicely. It looks good, it is largely intuitive, and it is clean.

-The Spellbook; I finally have a reason to ever research any spell other than Chain Lightning, Rokoth's Promise, and Fire Giant. It needs a touch of work yet, but it is MUCH better. Thank you!

-New Stats; I actually put points into Strength today instead of intelligence!

 

Places that could use a bit of work yet

-City Build screen; Overall, it is much, much, much better. I would really like to get a window very much like the one that we select buildings from that show what I have built in the selected city, which would highlight where the buildings are, and what they do when moused over. Especially now that we can build multiple of any given building (which is VERY good), they tend to get lost in the shuffle, so to speak.

-Population usage resource bar: could we get that background to "fill up" with a different color as we use out population? Not imperative, but it would perhaps be a little more intuitive.

-Spellbook layout; I would love it if the spell types didn't "wrap" across pages. Since we aren't dealing with a finite resource, in terms of pixels, I would prefer there be one page showing spells in research cue, then "enough " pages to show up to eight (or nine, whatever) spells for strategic spells, and then when you are out of strategic spells, on the next page, do the same for tactical.

-"Research Level 2 Spells" Spell; This still really bugs me. I have to set aside 25 turns in early game to be given the option to research more spells. If I choose to actually research all the available ones, I then have to set aside a good fistful of turns to "unlock" more? I don't have to take a "200-Level Classes" class in College to take Geography 207. I just have to take Geography 100. Please, please, please just make each book require a pyramid of research to achieve new levels. Want the level 2 fire spells? You must have 2x level 1 fire spells before they become available. 3x Level 1 and 2x Level 2 to research your first level 3. This makes much more sense in implementation than the current system.

-"Research next spell" popup; Can we get this window to say what we just researched AND what we are about to start researching, please?

-Transparent "next turn"; While I like the fluidity of not having to press the next turn button a whole bunch in the early game, is there a mechanism that you could put in to at least alert the player as to the passing of a turn when clicking movement? It's not huge, but I feel like when it is not apparent that a turn has passed it takes away some of the feeling of control over the micro elements of the game (reminds me of MOO3, where I didn't actually play it so much as watch it play itself).

 

Again, thank you much for all your hard work, and all your hard work to come.

Reply #5 Top

magic is still extremely weak compared to combat. i made a custom sovereign with mostly combat traits bought him a spear in the beginning and only build food + houses + technology buildings went for warfare bought him the best equipment conquered the whole map without any trouble.

-magic seems to do less damage then is shown in combat, i.e. i cast a fireball and it shows a -7 over the head of the enemy but he looses only 4 hit points

-research is a bit strange now it seems you get nearly every technology to choose from, in previous iteration it took me quite a while to tech the 'other side' (demons) now i can get a demon pretty fast with the gold from my rampaging sovereign

-some faction traits seem to be not working (death worship for example)

-magic is way too weak and it takes too long to get even basic spells, imho each sovereign should start with a basic combat spell

-the popups for idle cities appear multiple times in one turn if you have some cities idle at the same turn, making it worthless since if you click on construct something the next popup appears immediately.

 

it is really sad to see the most broken strategies do still work and are even more powerful this time. just try the following:

-make an all combat sovereign

-buy a weapon from your city in first turn

-go out and kill stuff, while your cities build population

-research either warfare or better magic for weapons and armor

==> you sovereign is a god in the early game that can conquer the whole map

-even if their is some enemy that is resisting just research diplomacy and get dragons/demons in the midgame

Reply #6 Top

The game certainly looks cleaner in terms of the UI (I never really had a problem with it ti begin with, actually) and the build list is prettier, the game has some issues.

 

Magic.  It is almost useless.  The game needed some sort of magic resistance system, but magic is so weak and resistance so common that magic serves almost no combat purpose whatsoever.   It's only value is in healing or buffing, and only in very limited fashion now with the global essence pool and the mana drain that enchantments incur.

 

Enemy monsters.  My starting game had a group of 6 or so spiders right next to my starting area.  There is no way I could deal with them until I had acquired money and built cannon fodder troops.  Every time I left my capital they attacked me and killed me early on.  So basically I just sat around doing nothing for about 20 turns or so.

 

Intelligence.  I'm not sure how much value this stat has at all anymore.   The weakness of combat magic and the general superiority of technology makes this stat pretty useless.

 

There are some portrait bugs where the portrait of a hero is the same as my sovereign's on the army list left side of the screen.

 

I like the city defense talent or whatever it's called when creating sovereigns, it's certainly a turtler's dream.

 

I'm not sure the pool of Essence makes sense to me, but that's the way it's going to be, so....

Reply #7 Top

just tried to 1.1 beta patch

its alot better i think the game goes now in the right directio

Reply #8 Top

I have only played like 20 turns and one battle but so far so much better.  I know really soon, but this is going the right direction for the first time since I bought this like version 1.04 or 1.06 or something, like a week after it came out. Been so long ago .... it is coming together .... i think I'm going to cry I'm so happy. 

 

Just can't wait for the battle initiative so individual units switch turns during combat, I know it is a BIG change and will be a while, but can't wait. 

 

For me so far buying weapons and stuff makes sense, seems there is a benefit to buying different things and you NEED to.  The reason I only played 20 turns is because a wolf attacked my capital and I didn't buy anything for my champion there. Not used to that.

 

Plus the 10% defense and stuff on the battle field seems better, plus the spots seem to make sense, instead of before seemingly like they were random. 

 

Also, I almost bought two studies without thinking.  WE CAN BUY MORE THAN ONE PER CITY!!! YEAH!!!!! Good moves, and the menu/bar changes and the look is good.

 

The pop up box about city being idle I complained about it when I heard about it, thinking it will be annoying, but it works, plus the box to disable is there, so I apologize for complaining prematurely. Just been trying to be patient for things with this game and sometimes the frustration comes out.

Anyways, I'm going back to playing it, but so far looks like it is going in the right direction.

Reply #9 Top

I too wanted to post my first impressions/ bugs/ thoughts, and here was a convenient thread for it.  Sorry if its a bit of a wall.  I played for an hour or two, more of a casual game (custom sov/ normal difficulties/ Tarth kingdom) to look around more than trying to power game or really test the AI . .that comes later.  I didn't play much of the previous patch so I might mention 1 or 2 things that were more from a previous patch, but there shouldn't be too much.

I did want to say lots of props though to Stardock for the changes.  The base game felt like it had more strategic depth to it, and while the game has run pretty smooth since the pre-release versions, the game play was smooth and I didn't feel distracted often by the technical aspects like the UI and could enjoy aspects of the art and such a bit more while playing.  It definitely doesn't feel totally balanced yet (of course), but it makes a good game a lot better IMO.  I probably would have gave the original Elemental (after the first stability patches) about a 65-70, this beta patch feels more like an 80-85.

Things I noticed I really liked:

UI is much improved - especially the build menu.  Still some improvement possible, but it felt a lot easier to get along with.

I enjoyed some of the art enhancements.  New magic spell art, the slightly richer color palate, some of the elegant dresses I noticed.  The ability to change my unit card.  The widened variety of tactical maps, etc.

Is there a bit more music and ambient sound now or am I just noticing it more?  Either way I found myself enjoying what I heard a bit more than before.

Again, felt more strategic, especially the mana upkeep I think was done well.  The question of enchant vs imbue vs summon seems a much more in depth decision, esp with latter spells costing hundreds of mana so a high regen is likewise desirable.  If anything I almost think that summons are now the worst choice, with some of the balance issues, and instant recruit spells.

I tried to focus on magic, and it did feel more . .magical.  It may not be the strongest most power game-y path yet, but I liked unlocking books, locking down shards, casting in combat, deciding how many imbue / enchants I wanted vs how many heals I wanted to cast.  It was a big focus for my admittedly short test so far, but again, big step in right direction IMO.

 

On the first 30 turns:

I know it was a big focus, so my thoughts on it I thought were important to say early on.  A bit of a mixed bag for me, and I'm sure some is luck of the draw on starts.  I did get two quests (kill rat, find horse) early on, which were nice right off the bat, I also had an air shard and a farm, and that was it.  In a way it almost seemed a bit slower just in the sense that I had to build the beacon to get pop faster to build the workshop, then build the farm with the mats, then build the hut before I could branch out - which is about 15 turns or so of set in stone building that unless I found mats in a caravan drop that I really can't skip.  And all that before I can build a study or lab to get some tech going (didn't pick meditative or anything this game since I wanted a weapon and all the spell books).  There were also far far fewer roaming monsters than the last few builds.  Perhaps 2 wolves in the first 50 turns.  I thought maybe a guaranteed caravan drop for mats and maybe instead of the beacon of hope (or in addition) a starter enchant on the base city for added pop that wore off after 10 turns, just to let the player branch out a bit faster.  Maybe just a couple more start quests nearby, but again, I know some of it is luck of the draw.  I found it fun, just not especially faster or more dangerous.

 

Things I thought were bugs / oversights (as in yes actually bugs not just "I want it balanced please"):

One crash, which was about the same as before, took about an hour.

When hiring a champ with escorts, they say you're hiring them and the escort, but the escorts remain neutral as "Solider - NPC" or the like, and wander off as neutrals forever.

I was attacked by a NPC Champ without provocation, won, then had the "you murdered some poor innocent" screen come up.  He attacked me magistrate, I swear!

"City not building" popups sometimes occur multiple times within the same turn, but don't let you build something before the next one comes up.  In all I might like this toggle able by city, as I found myself doing many more outposts and few main cities.

In one battle I had a spider with 0/11 hp (after a counterattack) and it still lived until I smacked it again to kill it on my turn.

Slight land tearing (faint enough I hesitate to call it tearing, more like grooving) on closest zoom, noticed on leveled land in kingdom area near shores and up against one high mountain.

When I reloaded from my crash I noticed that both my and the AI's cities influence was messed up.  We both had outpost cities with nothing but the town center, with radius 2 influence to grab resources that were 2 tiles away from the center.  When reloading, the city influence on both was down to 1 tile, so resources were out of bounds.  I had to rebuild the upgrades on both tiles, though it may be the crash took me to right before they were fully build (not 100% sure).

Ambient music plays with game minimized (very minor)

 

A few thoughts for balance:

I did like the influence spread a bit more, felt good to have my capital spread a ton of influence pretty fast, and my outposts stay small.  Good stuff, though city spam to build more units at once is still sort of possible, though only with weak 1 unit squads, its more of a resource lockdown thing.

World did feel more barren but in a good way- the resources felt much more important.

Balance on mana seemed good, and food seemed the other big limiting resource, but the other aspects seemed a bit out of whack.  The only civic tech I learned was the first harvesting, only researched 1 tech of the resource discovery.  Ultimately, I only had one gold mine, but felt super rich, and never once thought about costs of building anything, or needing more merchants or tech.  I felt like I could easily spam 50x studies + 50x labs in my capitol if I wanted - way more mats than needed, way more gold, even with just 1 mine, tons of pop with a level 3/4 city, as I didn't have to raise an army because of the next issue . . .

Champions.  I picked bard as my start background, and I had and army of Champions in the first 100 turns.  Probably 25-30 of them.  This was without researching any recruitment adventuring techs.  I had a ton of gold, so suited them all up whenever I wanted, hardly ever felt like building a normal unit.  Perhaps this is a valid gameplay style and I was focused enough to being champ friendly that its actually good, but I did want to mention it seemed a bit over the top.  Also Champions run away from sov/ other champs, making it a bit hard to recruit them sometimes (really just a sidenote)

Again, gear costs seemed low now, think taxes are worth too much offhand.  I'm sure it'll all be worked out, but definitely felt like most of my planning was how to get food, which shards to take, and do I want to level a city vs build a new one with my food, but I never once outside the first 20 turns looked at my pop limit or my gold/ mats.  It may be more of an issue endgame but at least arcane wise I felt I was almost already there within 2 hours.

Because I could spam a ton of labs and studies my tech and arcane research went fast as I wanted it to, grabbing level 7 spells way way before I could ever hope to case due to mana costs.  Seemed a bit out of balance.

 

A few other tweaks/ wonderment:

I noticed the spell Storm has no mana cost associated with it.  I decided this was intentional since its relatively low powered, but at first I was sure it had to be a bug. Just wanted to be sure as I don't think the description mentioned it being free to cast, which is a rather important distinction from other combat spells. (Though I did have fun casting it about 5x a turn, esp with a dagger equipped so I got more actions)

Thinking of recasting spells, any chance to have a quick one click to ready the last cast spell?  Either quick key or radial menu /right click caster/ something?  Its a bit of a pain to click 5-6 x just to cast another storm or heal in a row.

Salted Pork.  Everyone has it, it must be like the jack links beef jerkey.  Even bears have it.  And spiders.  I liked the idea of drops a lot.  But too much pork.

 

 

Anyways, I'm sure there will be more, and other things of note, but just my first impressions.  Again, liking the direction of the game.  It still is the same Elemental I bought some months ago, but its come a long way.  Again, props to all involved, looking forwards to more, and I'm sure giving more feedback on this beta patch to help continue to polish it all up.

Reply #10 Top

I played about 50 turns or so on a medium sized map, tried a bunch of different options. I can say that the game is definitely going in the right direction, I liked the changes. I also like how the spells are working now, they are much more valuable because you need to do a bit of work to get the good ones.

On another note, I took a NPC settlement earlier in the game thinking that I could do it with only my sovereign, a champion, and a bear. I did it, but I didn't expect within 2-3 turns they would send a stack at my capital. Luckily I had a few soldiers standing by to guard the thing, but I lost most of them defending it. It felt like the AI responded to my underhanded annexation by sending a very strong force directly at the heart of my kingdom. They were very close in taking it, and if they managed to do that I would have only had a small settlement in the far corner of the map, barely 3-4 seasons old. I would have been crushed!

:thumbsup:

Reply #11 Top

generally great; i'm not gonna dwell on the good because most has already been mentioned. the clear forest option deserves a shout out as well though. and thankyou very muchly for stealing my spellbook idea.

first though; for some reason it keeps registering my clicks as being on the tile below the one i intended. what happened there? i also encountered a bug where i was allowed to attempt to place buildings i did not have the resources to build, resulting in me clicking on green squares endlessly wondering what was wrong.

the specialist requirement for building things seems to work for now, but tbh right now the gold requirement (absolutely everything has a 1g/turn maintenance now) seems to be a stronger limiting factor than pop requirements. having started a game where neither of my first two towns were near either a gold resource or second food resource has lead to the same old paralysis problem i always seem to get in elemental, without the food resources to expand population and increase tax revenue, nor the income to expand and aquire more farmland. once again my natural instinct to develop my settlements as much as possible (which serves me so well in other games) brings me low in a stardock title. i dislike having to calculate whether another workshop or two will cripple my economy before i build it. i like the idle city prompt, but the fact that the game implies you should be constantly building when to do so is often suicidal is really irresponsible. if i hadn't known better (about the unintuitive building maintenance stardock loves) i could have really messed up my game there.

i remain highly doubtful of the idea of having to build another lore shop every 5 guys i get. both because of the micromanagement in the end game (when pop growth is much faster) and because of the obscene urban sprawl it is causing already. but as you will see later, i will not get far enough to test this hypothesis.

this input/output attitude now pervades even into enchanting, where the reduction in mana income caused by long term enchanting or summoning looks set to cripple any long term magic strategy. i haven't played long enough with the beta to tell yet (and to be frank it's rare that i ever get past the opening stages of this game before i give up in frustration), but i'm very sceptical about the idea of linear mana generation with no limit. see the second posts in both these threads for more thoughts:

https://forums.elementalgame.com/400368/page/8/#replies

https://forums.elementalgame.com/397730

i also remain highly sceptical about the decision to scrap essense. i think INT is now massively overloaded, and preferred having a reduction in the sovereigns personal power as the penalty for imbuing, rather than mana maint (and it seems like there is far too much mana maint around now; the system in the second link would be a better way of doing this)

playing the beta generally brings to mind the following things (which are not particularly beta specific, just the same old lame)

- monsters should not attack cities on easy difficulty. they should be a hinderance to expansion, not a threat to survival. building a peasant in every new town immediately can really slow down your expansion early game (there's maint as well don't forget), and i usually end up scraping by without for long term reasons (because you ultimately end up disbanding them anyway). unfortunately this means a lot of reloading. i can't imagine what it's like for new players. i am playing easy mode, it is currently 169AC and there is a spider stack with a combat rating of 85 next to my main city. how? there's no way i could possibly have developed forces enough to defeat that by this stage of the game. fortunately whenever they attack and i click auto-resolve, nothing happens. is this a bug? if not, it's the only reason i haven't dispaired of the game. (EDIT: turn 170 and darklings take my capital in easy mode despite me having two peasants there. fail.)

- it seems i can no longer attack monsters without a weapon. neither do i start with an offensive spell. this is massively lame. i don't think it's too much to expect that a sovereign should be able to defeat basic level 1 bandits from the get go in easy mode. you could at least give people a free basic weapon.

- really wish resources would spawn better. that is to say, i have no idea why there is not a standard formula for a reasonable range of starting resources. what is the sense in one game starting me with a shard and fertile land, when another starts me with both that, and two temples, a gold mine and wolves? wouldn't it be easier to say everyone gets 1 land, 1 gold/materials resource/lost library and 1 shard/mounts/scenic view? i get people like having to adapt, but adapting to different resources and adapting to non-existant resources are too very different things. if i want to up the difficulty, i will do that on the main menu, not have it randomly determined for me. this is not like gal civ bonus tiles, food and gildar are the life blood of this game. if you want to link starting resources to difficulty, then do that. it would be a far better way of providing/reducing challenge than however it is the game currently does this.

- similarly, resources elsewhere on the map need to cluster MUCH better. i'm still in the situation of either putting my settlements right on food/gold resources so i can use them right away (often in atrocious locations) or trying to straddle two resources in the hope that my influence will one day allow me to get both (of course, if i never get the gold or food to expand, this may never happen).

i still think the fundamental problem at the heart of the game is food. you either have enough of it to expand (and if you have too much you gain no advantage in comparison to having just enough) or you don't have enough to expand (and get more food), which can result in paralysis. getting the balance between these scenarios will always be impossible so long as the system remains such a crude win/loose model. for a long time we were on the oversupply side of the equation, but the beta has brought us back in the other direction, and the paralysis it can cause is imho even worse than the city spam of the food-resources-are-redundant era. i hate to sound like a broken recond, but look at "buildings don't eat food, people do" for more.

 

Reply #12 Top

First of all, after playing for a short amount of time this is starting to look good. Well done Stardock team. :)

Below are notes I've taken during my first couple of hours:

Start

* Would be nice to have random opponents and also random numbers.

Game pacing

* The game is quite slow to build-up - which personally I really really like - but I think that the masses may want a bit of a faster pace or an option to have some random starter tech.

* Seasons just don't seem right. Months or weeks would be better. Also, if you are going to use seasons shouldn't the world also reflect this?

* Seasons also really don't help with the existing abstraction issues the game has. By that, I mean that many people had issues with abstracting a peasant unit as a single unit or representing multiple units which was further compounded with parties and squads. These issues make the game harder to come to terms within an RPG aspect.

Game UI

* At the start of each turn you may get a warning or information dialog. You select your choice of action, then the game focuses on the next warning/unit etc before you can actually action it. I've had this happen where I select to build a building at a city but the game will then either focus on the next city or on a unit. Need a way of waiting for action to complete before moving on to next item. Civ5 does this will by flagging the items that need action but only stepping through them when you try to end your turn.

* Talking to different factions still doesn't feel different enough. And it still doesn't feel as though the sides are as polarised as they should be between Kingdom and Empire (I really wish that this had simply been called Good and Evil).

* If you have some items (Midnight Stone) it will display the quantity in the UI, but other items don't let you know how many you are carrying (Salted Pork).

* Talking to a wandering hero requires you to have one of your units selected and then right-click on the wandering hero if they are either within your territory or next to one of your units. It would be much more intuitive if you simply allowed right-clicking the unit as long as it is within range or within your territory regardless of whether on of your units was selected of not.

* The cities now require a garrison early on in the game yet there are no prompts to encourage this. I would still like to see some sort of non-movable garrison for cities as they level up. Enough so a Darkling can't capture a level 3 city but can still capture a level 1 city.

Pathfinding

* The choices units make with their path finding are really off beam. This has been written about pre-release so no need to go into it here.

Building UI

* I really want to see the number of existing buildings when I'm choosing what to build at each city. Ideally I would like to see an x/y display where x is the current number at this city and y is the total number in all my cities.

* Having the city summary display when choosing the building queue would be great. At the moment it disappears and is replaced by the building queue. How much Gildar am I producing etc has a bearing on the city specialisation and I want to see this when I'm placing buildings rather than planning ahead. Also the population number is very important when building.

* It is also way too easy to accidentally place buildings. You can open the building dialog, as an example, then navigate to the other end of the map and click on a unit. Only you didn't click on a unit, you just placed the currently active building. Please make this that you need to explicitly need to click on the target square to place buildings. This will stop problems for people who are also in the habit of double-clicking.

Tactical Battles UI

* Would be good to see a summary of expected results as a mouse-over.

* Salted pork is shown in the UI for all units but only works on the Sovereign - yet clicking on it wastes a unit of the pork.

* Salted pork can be eaten even if you don't need more health.

Captured Cities

* Shouldn't be able to use non-faction building.

* Some population, prestige and structures should be damaged when a city is captured.

Reply #13 Top

Just as a short update on my huge wall o' post, I did try a few more starts just since the first 30 was a bit awkward the first time through on the beta, and as I somewhat suspected it was luck of the draw.   Had several abandoned caravans + the farm / shard nearby my second start and it sped things up considerably, let me pick what I wanted to expand to building wise before about 15-20 turns in.  I also hit a lot more monsters this seed, about average for the last few builds, so that made things a bit faster feeling as well.

 

I also ran into an interesting Magnar aggression in this game, was battling them out for first place score wise, maybe 75 turns in, they pulled ahead by a couple points and demanded gold.  I laughed, only to notice they had 9 city guards right outside one of my cities.  Hadn't seen that before, so was fun.  I guess there is a bit of AI tweaking in there after all, though I have noticed its still a bit bad on city placement for resources.  Also had a fun culture war on the other side of my capital as I leveled my cap to 4 pretty fast and stole the other nation (Kraxis I think) libaray with the huge influence sphere.  Interesting and fun.

 

So two starts, two different results and I did end up tweaking my strategies quite a bit more that start.  Again, finding it fun, just thought I'd update since my first game seed was so slow by comparison.

Reply #14 Top

Quoting Das123, reply 12
* Seasons just don't seem right. Months or weeks would be better. Also, if you are going to use seasons shouldn't the world also reflect this?
End of Das123's quote

 

I agree.  I would like to see weeks...although having a calendar system at all is better than turn numbers only.

Reply #15 Top

I have two questions for the beta players (i would like to try the beta myself, but im not at home this week):

Is population a local resource or a global resource? I think a local resource would be better, because it would encourage the player to build cities.

Is the mana resource divided into earth, air, water and fire, as in Disciples 2, or is there only an universal mana resource? I think earth, air, water and fire mana would be better, because it would encourage the player to build cities at different locations and it would make the shards unique. 

Reply #16 Top

Quoting Das123, reply 12

* Seasons just don't seem right. Months or weeks would be better. Also, if you are going to use seasons shouldn't the world also reflect this?

* Seasons also really don't help with the existing abstraction issues the game has. By that, I mean that many people had issues with abstracting a peasant unit as a single unit or representing multiple units which was further compounded with parties and squads. These issues make the game harder to come to terms within an RPG aspect.
End of Das123's quote
Don't take me wrong but...

Why oh why do people insist on this? No one ever is going to be satisfied no matter what is used. No one. Ever.

@Stardock: at the beginning of the game force the player to give a name (each game if they choose or just the first time they run the game) for the Turns so they can have their turns named as they want and stop complaining here. For some that wouldn't be enough but would be a solid first step.

Reply #17 Top

-New Stats; I actually put points into Strength today instead of intelligence!
End of quote

I did the same thing thinking it would benefit me early with a cedar bow. Against Umber soldiers with 10def I didn't get a miss but rather a "resist" I wonder--is that a result of intelligence? Doesn't make sense that a soldier would have it. I used the same bow against a pioneer from the same faction with the same result. I wound up using a peasant to kill him. How does a pioneer with no def resist? Also, when I hit enemy for all or more total hit points, they hang around for another shot with 1-2 HP left....

No big really...I'm sure there are a lot of tweaks ahead

Reply #18 Top

It felt like the AI responded to my underhanded annexation by sending a very strong force directly at the heart of my kingdom.
End of quote

I had a similar experience. AI finally initiated aggression! I like it!  :D I also noticed that within 20 or so turns notable locations were up to level 3 and I had barely received my first tech. In previous version I never fell that far behind. Guess I have some adjusting to do. i wonder if I caught up to level 3 if there would be new notable locations for me or if I'd be SOL.

Reply #19 Top

The game do look improved, but there is still no challenge in game.
So much talk about spell book, tec tree etc, I still think that you can improve that for ages, but as long as I can beat the game with a minimum of tactic, the game will never last unless played multiplayer.

I did play 2 games, and could conquer the other nations with a minimum of effort, in no time.
So I pray for that Brad's AI optimization will make the game a challenge or there will be no point in playing it for me.

Reply #20 Top

I did play 2 games, and could conquer the other nations with a minimum of effort, in no time.
End of quote

Just curious--how many factions, map size, & difficulty?

Reply #21 Top

I have played a few hours. Some random thoughts and bugs, not all 1.09n specific:

* Where's the AI? He builds a town right next to me and I just waltz in and grab it as it is undefended... Then a few turns later it happens again. I need to play more maybe to see some aggression but so far, nothing.

* TC: Hit points are removed before the actual strike. Makes TC less exciting.
* TC: Extremely slow battles with some spiders, and they get gradually slower and eventually unplayable. Some sort of leak?
* TC: Defenders should not have to move first. Simple fix: AI stands still until player is in range to be attacked.

* Spellcasting: When I cast a global spell on a stack, how do I choose who to cast it on?
* Spellcasting: The global city improvement spells, why can I only cast say Fertility on the city my sov is in? I should be able to cast it on any city.
* Spellcasting: I can farm Familiars since they now can cast global spells. Just have the familiars summon eachother for the cost of 1 mana each and you have a Familiar army that takes out everything.

* Spellbook: New spells are good, but the interface is awful. Just because it is called "spellbook", does it have to look like a book? Can it be called "Spell scroll" or "Spell Ipad" so that we can get a proper interface without pages and huge icons?

* Items: Salted pork and Healing nectar have the same stat but different price?

* I had two cities and tried to move a peasant between them. Usually, you can select the peasant icon and right click the other city to set the path and have him move automatically, but it didn't work. Perhaps because there was a gap in my area of influence between the cities?

* Shop: Items bought should be auto equipped if possible, and you should be able to sell items you have equipped already.

* Quest: If you get gildar or something else from a quest, I want to know how much. "A pouch" is not very specific.

* Idea: The beginning of the game is very boring. Perhaps some initial quests to kick it off? Find your first items, help some stranger and learn a spell etc. Elemental: Origins?

* Idea: You should be able to build maps whith already developed cities, already researched spells, techs etc so that you can get right into battle/questing or whatever it is you want to do. To always have to go through the slow start makes me not want to start a new game...

 

More to come.

Reply #22 Top

* Where's the AI?
End of quote

They haven't included new AI with this beta, it's going to be implemented later. Right now you're playing with the old AI which was in 1.0-1.9 version.

 

That's the main reason why I just read about beta but do not play it myself. I'd rather wait until final 1.1 or at least beta with the new AI.

Reply #23 Top

Quoting konjad, reply 22

* Where's the AI?


They haven't included new AI with this beta, it's going to be implemented later. Right now you're playing with the old AI which was in 1.0-1.9 version.

 

That's the main reason why I just read about beta but do not play it myself. I'd rather wait until final 1.1 or at least beta with the new AI.
End of konjad's quote

 

 

Exactly what I'm doing.

For you guys that are playing the 1.1 beta, how has the tactical combat system improved?

Nobody has said anything about this

Reply #24 Top

Because the tactical battles are not really improved. Frogboy sayed that they create a new system for the first exp.

 

My first impressions:

- UI is much more intuitive.very good

- some mouse over - texts are not right. (next idle town and spell-research for exsample)

- Monsters are much more agressive. Nice, but hard. 

- I like the way ZOC expandes in the direction i build my city. But after loading a savegame the ZOC is decreased... Allready build improvments -> destroyed after End Turn (stopped me from playing until its fixed)

- I like seasons more then turns. nice

- the pace of the game is much slower at the beginning. I havent a real opinion on that for the moment...

- Population as ressource is a good idea.

 

I would say, you guys are on the right way....

Reply #25 Top

The animations are faster in tactical battles...which makes it a bit better.