Lurker from way back here...
A couple suggestions that IMHO would improve what is shaping up to be another great Stardock title.
- Adventure tech and goodie huts: Goodie huts/quest triggers spawn in too abstractly that it breaks the sense of immersion. Perhaps by progressing thru the Adventure tech tree and questing system could be modified to something like the following:
a) first level unlocks "Adventure Guild"
additional levels unlock upgrades to said building or new buildings altogether
c) new spots do not randomly spawn into the world rather the Adventure Guild Master is tasked with searching for them (this part is abstracted by a timer that is in turn modified by research points, accessibility to horses, inns, pubs, houses of ill repute, etc.)
d) quest trigger points would spawn based on choice rather than *bam* plopped from heaven. Perhaps there is a simple selection screen showing where, what, and anticipated (wisdom or intelligence modifier here determines accuracy of prediction from guild) reward/goodie. NOW the quests begin to feel more fleshed out and RPGish, i.e. - fun
e) at map generation goodie huts spawn in as normal but several higher level ones spawn in with unique and powerful weapons, mounts, armor, rings, characters, etc as the "goodie." Knowledge of them is known, but access is limited until the Adventure Guild rediscovers enough about the location (maybe this function is directly related to the adventure tech tree for instance: traps (mechanical, gas, projectile, elemental), locks (magical, standard), labyrinths, etc.) Again this adds a little more depth and umph to the questing while nicely incorporating the idea of "lost" knowledge and lore.
f) the tactical battles could also include more than just a battlefield - perhaps a small dungeon crawl, or tomb raiding
g) items and characters could also round out the questing experience with special treasure sensing rings and grizzled adventurers that are adept at avoiding traps or increase the speed in which ancient goodie huts are discovered by the Guild
h) trading of this knowledge would be a logical extension as well, maybe if only in MP
The idea is simply to grab the player and enrich this part of the game. I'm a strategy game hound, but what really caught my interest with this title was the RPG elements and the wicked setting. Strategy is fun, but my Guild Master discovering the existence of one of the Titans' swords that is lays buried in an ancient catacomb, which I then sally forth with my team to recover, now that is REALLY fun. I know the game is about so much more than just questing, but this "rediscovering ancient secrets" would fit in nicely
2. Diplomacy screen
a) The text box from which you make selections doesn't fit the atmosphere, and hurts immersion. The text box should have a nice parchment overlay or a crystal ball feel to it since we are talking to these folks from a long way away without (I presume)the benefit of email.
is there an ability to add conversation trees and audio files for future modding?
3. Small quip, but I think a UI improvement - the "item" tab should pop out to a simple inventory screen, When I obtain new stuff the first thing I want to do is compare old ratings, try it on, etc. The current side-scrolling box is cumbersome.
3B is a great improvement. My excitement is palpable.