Reading through this, something struck me. Losing to SK because a counter fills up just seems like it would be very frustrating and disappointing. Something more tangible could be a lot more fun, even if it has the same effect. For example, if the doomsday counter fills up, you get a message that SK's ritual has been completed. He basically becomes Sauron with Ring, leaves his fortress and wreaks havoc on you. Your magic income gradually drops, while all of his unit
Wraith367
I have to agree that tactical battles seem a bit lacking currently. My understanding was that they were meant to be the focus of SK, rather than just a component on FE, and that victory was supposed to be done by building up and using the most powerful stack possible. Sure, there are light city building, diplomacy, and questing components, but they are even less important than they are in AOW3, which is a game solely about tactical battles. Main improvements I would lik
UI certainly needs some love - imo, it is one of Stardock's biggest failings recently. Tooltips should appear ON MAP for multi-unit attacks / spells (probably even for single target). Looking in the corner isn't as convenient, and doesn't help at all for multiple units. Tooltips on enemy units major abilities/hp/etc. Ability to equip armor and see stats at same time. Ability to see all my hero abilities.
Played new beta. More feedback: lieutenant attacked shard and died diplomacy menu desperately needed. Having to hunt down units and hope its been 20 turns is not fun autocombat killing my units - taking damage was bad enough but plain old losing units? fire elemental (from guardian) ability heals enemies diplomacy menu on units by move command - can cause wasted turns, as you move towards them when you really just want the diplo menu
I have to agree that one of the most immersion breaking features is how the SK lieutenants and minions randomly 'wander' the map just like monsters in FE. Sometimes they will attack cities, but more often they will sit in a corner or stand in an outpost and die. SK units need to act like they have a plan, and as actual armies, not neutral monsters. Oh, and SK and lieutenants certainly need some buffs. Moving 2x per turn, autocast spe
I really don't like siege mechanics at current. Sieging an enemy usually means taking my large army to kill 2 melee and 2 archers. At the beginning of the game this may be a bit difficult, but very quickly becomes trivial. I rarely try to defend my own territory, as SK units usually just randomly wander through and die to outposts / city damage, or are passing through to somewhere else(?). Coupled with limited logistics, and many weak stacks from SK it
Had the same problem - completely cleared the map, but no lieutenants.
Sure. In particular, I know unit variety is quite low and enemy AI is probably rudimentary. However, I don't know if this will translate to new units being more interesting - as is, I feel one is best and spam it, and the differences between the units I can build feels pretty minimal. Additionally, current economy / game rules encourage me to spam units up to cap and sacrifice them, instead of carefully leveling them up. This would be fine, but doesn't seem to be the direction SD is t
Stardock doesn't quite seem to know what they want from this. In some ways it is like a fantasy X-com : focus on tactical battles, leveling heroes, equipment and crafting (instead of R+D), quest and spell system all seem to work well like this. On the other hand, trained units are spammy and boring, and enemy uses a very limited variety of tactics and troops. It is also marketed as a 4X - you have diplomacy with minor races, can build villages expand, and ma
Having autocombat use a different rule set than tactical combat seems wrong. I agree with above - should set it up so that it quickly runs an AI vs AI tac combat instead.
[quote]3. Another FE:LH pet peeve - it takes FOREVER for units to get anywhere on the strategy map. I'm all for movement penalties for rough terrain and so on but units aren't exactly hauling ass over open ground. Just an extra movement point or two would make things a lot better. The other problem is the interaction that limited movement has with the logistics mechanic - since it takes a long time to move your army someplace, it takes just as long to move it back to your territ
Would like for it to start with an additional spell, and be able to 'learn' more spells by equipping crafted spellbooks or items.
Really do appreciate your response - many other similar alphas do not even acknowledge feedback. Nice to be appreciated! Started and finished a new game, difficulty 2/5, on one of the small maps. More feedback, in no particular order Issues: Battle areas feel cramped. They would be fine, except unit movement is generally quite high. 4 to 5 in battle? Makes getting around too easy. Please show to hit chance / probably damage indicat
Love the idea - but its pretty clear that it is still alpha. I am sure some (hopefully most) of this is already planned to be fixed, but I will just dump everything here anyways. The Good: Good graphics. Much improved economy vs FE (although costs could use some rebalancing - it seems very easy to get a few production buildings and then just spam whatever unit you prefer) GUI setup is spectacular (with a few exceptions) Stable &nb