Some suggestions

I thought I would share some suggestions after spending many dozens of hours with the game. As a whole the game is pretty good, but here is a list of things I think would improve it.

- The guard ability shouldn't end when it is the guarded unit's turn if they don't move from the guarded location. It makes the guard ability useless in some cases. The guarded unit should benefit from guard until it the guarding unit takes their turn again - at which point the unit can guard the same or different locations.

- The AI declares war without attacking. They should only declare war if they are actually going to do something about it and they should be prepared first.

- The army strength ratings (weak, strong, deadly, etc) could be made more useful. Some factors do not seem properly weighted and it makes the AI think they can win battles they don;t have a chance to win.

- Some city upgrades seem much more useful than others. I didn't keep track of them all, but I tend to always pick Scroll Scribe.

- The AI could make better use of strategic spells. They have only infrequently used strategic spells against me.

- When zoomed out in a tactical battle the clicks don't always register in the correct location. Also please make the movement radiums shading in the tactical battles a little more visible.

- The Tarth small army bonus is pretty weak once past the beginning of the game. It may make more sense to give them a % bonus to their attack when in an army of 3 or less.

- Please beef up the tactical battles with more factors - do not allow ranged units to attack at full abilities with an enemy melee unit adjacent to them, add obstructions so ranged units can't magically shoot through everything, terrain bonuses (elevation, cover, etc).

- It would be nice of the combat details log displayed all the factors involved in an outcome (accuracy, dodge, attack, defense, etc).

- Would be nice to have a force move button to make your armies execute move orders without ending the turn so unused movement points aren't wasted by ending the turn.

- When opening the research window it should focus on the tab and technology currently being research or just finished.

- After making peace, don't allow that faction to turn around and declare war until a cool down period has passed - even if another faction paid them off to declare war. It is annoying to make peace and then a couple turns later have them declare war again because they were paid off again.

- When the AI offers a treaty it doesn't show the benefit each side would get like when the player offers a treaty (specific economic or research benefit to each side).

- Explain what the diplomatic relation factors are via tooltips and the Hiergamenon. Some are obvious (We have the same allegiance), but others are not (Your faction is beneath us - in what way?).

- There is rarely a downside to building an improvement (sometimes there is an unrest penalty). It would be nice if there was a maintenance cost or some other type of deterrent to just build everything - something to really make the player consider if building the improvement is worth it.

- Add an explanation for how the score is calculated and a hall of fame to track scores.

- Allow sovereigns and heroes to switch between ranged and melee weapons during combat. It seems like a silly limitation to be forced to stick with the same weapon. Make it cost an action for their turn. Heck it would be useful to switch between melee weapons sometimes too.

- Please allow an option to close your borders to the AI players so they can't repeatedly enter your turf without declaring war.

- I think the game would be more interesting if some of the town faction food improvements exported a % of the town's excess food to other cities. For example, exported excess food could increase the growth for the other cities. Maybe allow the player to set the export %. It would encourage the development of food centers and actually have a benefit for producing food once the town reaches level 5.

- The AI still bypasses undefended outposts and doesn't capture them sometimes. The AI still doesn't claim some treasure locations. I think they should capture both.

- Use sliders for settings such as research and production rate options so the user can pick anything along a spectrum instead of only predefined values. It gives the user more control to set the game up how they want. Another option would be to have a field the player could type in a percent value in addition to selecting a predefined value from the list.

- Update the Hiergamenon and implement links (for example clicking on the icons in the improvement upgrade path should jump to that building). It also has incomplete information. For example it doesn't list the requirement for the Cleric improvement. 

 

Edit: - Instead of spears damaging two units, let units with spears attack from 2 tiles away. That way they can stay behind other units and still attack. I think that would make more sense too instead of jamming their spear through two enemy units. That ability wouldn't need a cooldown period.

Edit: - I think the enemy army / pre battle screens could be improved. It is very limiting to only be able to look at one unit at a time. It would be much more useful to view all units together in a grid with your units grouped together and the enemy units grouped together. That way the player could easily scan the relevant stats. It may even be useful to show the related enemy stat lined up with your stat (their dodge lined up with your accuracy, their defense lined up with your attack, etc). Many times I just eyeball the enemy army because it is too much of a hassle to try and approach it intelligently by evaluating each enemy unit. It becomes more difficult due to the fact that units level so you don;t what the stats are just based on the creature.

19,111 views 9 replies
Reply #1 Top

- Please beef up the tactical battles with more factors - do not allow ranged units to attack at full abilities with an enemy melee unit adjacent to them, add obstructions so ranged units can't magically shoot through everything, terrain bonuses (elevation, cover, etc).

Reducing attack of bow and magical staff wielding units when enemies are adjacent to them makes a lot of sense and could be easily implemented. It would also help to increase the usefulness of crosswbows if they retained their full attack strength regardless of surrounding enemies so that they differentiate further in combination with their power shot ability.

Obstructions for ranged units and terrain modifiers are more difficult to do right and implement in the game.


- There is rarely a downside to building an improvement (sometimes there is an unrest penalty). It would be nice if there was a maintenance cost or some other type of deterrent to just build everything - something to really make the player consider if building the improvement is worth it.

I disagree with this. There was a time in between War of Magic and Fallen Enchantress where they tried to introduce maintenance cost for improvements and it didn't work. I personally don't like maintenance for buildings like in Civ 5, because it makes you sit in front of the building list and wait turn after turn until you have enough income, in the meantime your city is forced to do nothing, not very exciting. The deterrent to build everything is city specialization and production time and I think it works fine that way.

- I think the game would be more interesting if some of the town faction food improvements exported a % of the town's excess food to other cities. For example, exported excess food could increase the growth for the other cities. Maybe allow the player to set the export %. It would encourage the development of food centers and actually have a benefit for producing food once the town reaches level 5.

That sounds like an interesting idea.

Reply #2 Top

Two more ideas that I forgot.

- Instead of spears damaging two units, let units with spears attack from 2 tiles away. That way they can stay behind other units and still attack. I think that would make more sense too instead of jamming their spear through two enemy units. That ability wouldn't need a cooldown period.

- I think the enemy army / pre battle screens could be improved. It is very limiting to only be able to look at one unit at a time. It would be much more useful to view all units together in a grid with your units grouped together and the enemy units grouped together. That way the player could easily scan the relevant stats. It may even be useful to show the related enemy stat lined up with your stat (their dodge lined up with your accuracy, their defense lined up with your attack, etc). Many times I just eyeball the enemy army because it is too much of a hassle to try and approach it intelligently by evaluating each enemy unit. It becomes more difficult due to the fact that units level so you don;t what the stats are just based on the creature.

Reply #3 Top

A lot of good ideas here, especially on the user interface. I definitely agree you should be told what the consequences are if you agree to a treaty the AI has offered. In my case when I agreed to pay tribute I had no idea it would mean an enforced peace for 30 turns. I also agree there should be an option to highlgiht units which will have movement points left after their planned move, (the turn marker should not highlight), as you frequently want them to do something else.

 It would be nice if heroes could switch weapons in battle, but I'm not holding my breath as I imagine that would be a lot of work. You'd need a whole new equipment screen accessible in battles. Although maybe you could specify an alternate weapon? So you would just use an ability which switches between your two weapons.

 I'm not sure about reduced attack when adjacent to ranged units. It sort of makes sense but most of the time it would have no effect as they would just move away and then fire.

The spear idea is interesting but I think the idea is to make each weapon fun and create tactical possibilities. Your idea is a good one but probably more complicated to code than the current version. For example, what happens if there are two enemies lined up? Do you hit the closer one, the further one, or both? What happens if there is an impassable tile between you and your enemy, can you hit them or not? it's not obvious to me it would be more fun than the way things currently work, so I'm not sure it would be a priority for spending time working on.

Reply #4 Top

i also believe that the Hiergamenon does need to show more information (easy fix = helping everyone that never built one of these improvements before)- for example Twilight Bees is in my ZOC, I hover over it and it says its name (build an apiary to use), I go to the  Hiergamenon to see more detailed stat info- it says it lowers the unrest of your faction but not by how much. these numbers really need to be in there. I shouldn't have to build it to know exactly what these are going to do. the amounts these provide help me make a y/n decision on if I want them or not.

Reply #5 Top

Improved weapons so melee heroes can be used in late game.

Reply #6 Top

-Agree on the way that army strength is calculated. I've had armies listed as 'Strong' that could easily defeat Epic. I think what needs to happen is the following:

  • If you have a Mage in your army, the calculation needs to factor in spells, available mana, etc;
  • Healing can easily increase the strength of your army by large amounts in the early game;
  • There needs to be an improved algorithm to help the AI determine army strength when attacking, such as calculating the maximum damage output of their army vs your army defense, and vise versa;
  • Likewise certain spells should be given "force multiplier" weights given the circumstances. Spells should be divided up into classifications - area of effect, single target debuff, group debuff, group buff, etc. AoE spells are going to dramatically increase your army strength vs lots of weak opponents, single target debuffs greatly increase your effectiveness vs strong single mobs.

-Agreed on tactical combat improvements.

  • Archers (particularly mages) are too powerful against the AI. They either need ammo then switch to melee, or some sort of damage reduction/cover on the map/etc; Yes there are spells which deal with archers but at present the AI lacks the ability to make use of these spells;
  • Alternatively maps need to be larger so cavalry comes into play for defeating archers in the open. Cities are probably fine they way they are;
  • Defensive mode needs tweaking to be more useful;
  • There needs to be an 'undo move' button, especially given the UI niggles in tactical combat at the moment;
-Agree on equipment swapping in tactical battles;
-Agree on more diplomatic options such as closed borders (it's also too easy to declare war near the AI cities and wipe them out);
-Agree on improvements to strategic AI thinking, which is the main weakness of the game at present;

Some other suggestions:

  • Game option for champions to die after sustaining three injuries (or "hardcore mode" where they do not respawn at all);
  • More use for champions outside of combat - for example administrator champions being more limited to administration abilities, and gain levels in cities;
  • At the moment, there definitely seems to be an imbalance between unit types. I don't get anywhere near as much mileage out of monks, swordsmen, axemen, etc as opposed to the defender type units. This could just be my playstyle however.
  • Cities seem too easy to take over. The militia defense of a city should appear for each battle for that turn instead of just once. (Again, this is personal preference and up for debate);

Other than that, this game is awesome.

Reply #7 Top

Thanks for the above comments and elaborating on the suggestions!

Reply #8 Top

Quoting DaveDash, reply 6
Some other suggestions:

Game option for champions to die after sustaining three injuries (or "hardcore mode" where they do not respawn at all);
More use for champions outside of combat - for example administrator champions being more limited to administration abilities, and gain levels in cities;

k2

A simple means of enticing more out of the administrative experience would be convert a bunch of the (basic stat enhancing) city enchantments to administrator traits, ie. "The city this champion is stationed in produces +1 Research per Essence (or Water shard)"; "The city this champion is stationed in receives +1 Material per Essence (/Earth shard); etc...

This would create a micro-game of deciding when and where to station who?

And in my humble opinion, the city enchantments could use a bit more pizazz.  How about... "Environmentally Friendly: all beasts attacking this city which are equal to or lower in level than the number of essence slots are tamed instantly at the beginning of battle"; or "Enchanted Cobbler: all units trained in this city can fly"..

Buildings that support and enhance stationed champions (administrators) could also be added, granting them temporary abilities and such.

I'm just waiting to see what the patch timeline looks like before making any public mods.

Reply #9 Top

After having played Elemental for some dozen hours, it still cant compare with the great titles of the genre for me. It just doesnt feel as professional like those games i keep getting back to (Civ V, AoW: SM, MOM), and i just cant get myself to keep playing FE:LH...

 

My personal, subjective resons are:

° The graphics and especially the atmosphere are bad, and compared to Age of Wonders (SM), which is 10 years old now, simply ridiculous.

° The whole interface feels unfinished. Little options and information, poorly looking, very annoying.

° Even though the graphics are very outdated and i have a fast, modern computer, the performance is everything but comfortable.

 

I will still continue to support this game, as i find the general idea to be perfect, kind of a "Master of Magic 2", just too far away from the class of the "original" game.

 

Hope some critics helps and keep up the good work