Before I start, yes, TL:DR is an appropriate response if you don’t work for Stardock. This is intended to be beta feedback, not conversation.
I played 5 games, all on normal, ‘default’ settings: two as Relias, two as Carrodus, and one as Irane. I like where the game is going. I enjoy the challenging world, I enjoy the natural hazard/adventure areas (Torax desert, etc), I like the initiative concept for tactical, I like earning specific traits/skills for my champs.
In 5 games I had 4 crashes: 2 freeze-ups, one crash when my computer went to sleep and woke up again, and once where I exited the game but the process didn’t close, and so I was still getting bird and insect sounds from my computer 2 hours later.
I didn’t go looking for problems, rather I played and just jotted down notes whenever I noticed something. I haven’t included anything about the AI, as I know most of the work on that is still to come. Yes, I’ve included a lot of detailed things, polish that would normally come much closer to the ‘gold’ version of the game. However, having experienced WoM, I’m inclined to note everything right away, and not assume it will be spontaneously fixed later.
Strategic Map
- lady irane movement broken on strategic map. until I got her onto a horse, she would take off in random directions, waste remaining movement points by doubling-back, and refuse to move any more after a battle.
- when an army is too large to enter a city, there’s a sound effect but no other notification – it just refuses to move. similarly when you try to create an army that’s too big.
- influence from ‘adventure areas’ doesn’t go away when boss killed
- camps often just disappear after monster killed, or, if you grab the camp before killing the monster, no reward
- the number of moves allowed to an army doesn’t show up correctly after exiting a city.
- similarly, adding and removing units from an army resets the move counter.
- automatic turn change is inconsistent – sometimes it works, sometimes not. also, frequently skips units with moves left, wasting their turn.
- can’t see terrain resources except when settling
- strategic map does not give indication of where it is possible to settle or not, requiring a trip out with an escorted pioneer, often only to find that it’s not possible
- ruins of varda quest broken: nothing happens
- cloak of stars quest broken: speak to mage, get crystal from ophibians, get dragon-killing spell, but never directed to dragon location
- card game between wildings & townsfolk quest broken: if you choose “I’ll take the map” nothing happens
- save villagers from wilding slaver quest broken: pioneer doesn’t appear
- ‘arena’ high-level quest broken: got tech to build masterwork weapons, but no sword as promised
- scale of ‘adventure areas’ in some cases not appropriate. particularly if there are mountains around (as in case of Torax’s desert, or the scrap golem valley), the area takes up a disproportionate area of the total map, often leaving a wasted single-tile strip of land around the edges between the mountains and sea
- I don’t like the way cities are implemented on the strategic map. there, I’ve said it. first of all, their scale is totally disproportionate on the map – they cover huge swathes of territory. second, the way the rules work, the best strategy is to make them as long and stretched out as possible, this blocking enemy movement, gathering in resources, and giving instant travel over long distances. this is the complete opposite of how medieval cities actually looked – they were as compact as possible to make them easier to defend, and relative to the landscape they were tiny, surrounded by extensive fields. now that we have a city details window to give all the information about them, the need to see and place each individual building is not there, except for cheese as described previously.
- quests have unknown difficulty before entering combat. this would be ok, except that without a retreat option in the early game you have to choose between committing to battles that could easily kill you, or forgoing early quests that are key to getting experience.
- please don’t put locked things on the strategic map. it ruins the immersion (ie. “your hero has found a location that has been locked by the game designer”). I’m referring specifically to quests here. if the justification is that it’s too difficult or dangerous, let us try and fail. if the justification is that its location is hidden or that some secret knowledge is required to make sense of it – don’t show anything at all until we have that information/knowledge/tech.
- don’t tell me I can’t climb a mountain! I’m playing as a powerful spellcaster who’s the leader of a kingdom/empire, I can kill dragons, teleport, and unite the friggin shards of magic across the entire world. I can even create a mountain, but I can’t climb one? this is a real immersion-kill. sure, keep mountains as barriers – make the movement cost super high (like rivers are, or worse), but right now I feel like I’m being told I can’t climb mountains because the game engine can’t handle it. boo.
- can’t pass ‘enemy’ trade caravans on the road, even when you’ve got a peace deal with them
- taking 10 minutes to level up champs after getting 4K experience from master quest is waste of time, as game is finished!
Tactical Battles
- initiative broken: enemies moving up in queue for no apparent reason. e.g. at start of battle, all champs w/impulsive, not even showing enemy in initiative queue at all. but then one attack and the enemies jump to halfway down the queue, and another attack and then it’s their turn! particularly noticed with ignys, ophibian, and shrills, but not exclusive to them.
- units that are groups don’t attack with less strength when damaged. I can understand why a design decision would be justified to say heroes or individual monsters don’t lose effectiveness when injured (not realistic, maybe), but when 3 out of 5 guys with axes are dead, the remaining 2 shouldn’t be just as deadly as 5 were.
- can’t use turn to change weapons. why not have 2 separate weapon option slots, that champs could use a turn or more in combat to change between? when my sovereign has been firing off arrows in support and gets rushed, why would he/she keep the shield and sword on the back?
- movement tiles all screwed up around Abeix
- can’t target Abeix with ranged weapons or spells, but as a result can’t use special abilities like bash or stun for melee either. can attack with spells if don’t need to target, eg. lightning
- big unit death falling animation (ground shakes) is good in tactical battles. doesn’t make sense on strategic map though, and completely redundant to do both. also, is not consistent; ie. trolls and drakes and ogres all do this, but enormous death demons do not?
- targeting blizzard can lock up if the only possible place to cast it has teammates in range. I needed to auto-finish the battle because I couldn’t find a way to cancel out
- I have repeatedly had issues with fireball spell not finishing. ie. start cast and need to wait turn, but then the next time that unit has a turn the spell isn’t ready to be cast, and so have to restart casting.
- ‘defend’ skill (with shield) buggy on horseback, ie. locks up and requires a bunch of random clicks to get past.
- movement options very limited the way the new initiative system implemented: can only move once, then act. Why can’t I act then move? or move partially, then act, then move the rest of the way?
- auto-resolve uses mana unnecessarily. preserving mana can be really important, and I tend to automate battles that are boring because they’re quick and easy for my army to win (eg bears vs epic champ horde). so it’s really annoying to see mana wasted when unnecessary. maybe some calculation of odds, weighing estimates of damage taken vs. mana used as a value trade-off?
- buff spell animations (haste, fog) can get stuck in square.
- using the spell ‘shrink’ got rid of 100% of attack value of guardian statue (this happened twice)
- ‘double strike’ skill gives double healing if umber stone equipped when enemy killed
- can’t retreat. the history of warfare is a history of retreats – almost no-one has ever fought to the death when they had a choice, and yet right now every FE battle is like this. that is, until you get the escape spell, then you’re free to leave at any time. of course, the battles you most need to retreat from are low-level battles, before you have the spell. this is maddening and counterintuitive. if I can run faster than the enemy, let me get away!
- can’t move through friendly units! this wasn’t so much of a big deal in WoM, because before the FE initiative system, you could always juggle your turns to let someone in the back through. now though, often I have high-initiative units that are completely randomly placed at the back of my army at the beginning of the battle. they waste their initiative by running around the outside of the army just to get to the enemy. similarly, in combat, it’s easy for a unit to get stuck at the back or the front because their turn is after everyone else’s.
- please let me place my units at the beginning of a tactical battle. right now it’s a mishmash, and I’ll wind up with vulnerable units in front, and high-initiative melee units stuck in back.
World, Equipment, Units
- no magical greaves that I ever found. variety is the spice of life!
- in my experience, magical equipment comes in ‘runs’. so one game, got endless umber stones and boots, then next game shields but no boots, the only game I got a scroll of escape I got 3, etc. Nothing kills the excitement of a new magical item more than to discover it’s redundant already, and it can be frustrating to have 12 capes but no boots.
- assassins blade isn’t removed from inventory when you choose to destroy it in the quest
- Deorcnysse too easy, doesn’t seem to give much reward either
- Sculla’s mace (with auto-shrink spell) is overpowered. Torax was a kitten after being hit with this thing.
- things you sell aren’t available to buy. as a result, I run around with a whole warehouse of items on my sovereign and champs, just in case I need them later. the game shouldn’t require hoarding behaviour.
- why does selling an item only give half-value? if I can’t buy it back later anyways, it’s not like the merchant needs a margin.
UI
- flickering/jumpy cursor when selecting units in city or army using the ‘shift’ key
- trade screen and equipment screen are redundant. almost everything you do on equip screen can be done on trade screen, plus on trade screen you can switch between units and trade stuff back and forth. recommend getting rid of current ‘equip’ screen and moving functionality to ‘trade’ screen.
- trade screen organization is poor. better to have one champ on one ‘card’ on the left and another champ on another ‘card’ on the right. each ‘card’ could be tabbed to be able to switch between equipment, appearance, history, level and traits, etc…
- ‘custom’ partial-3d views of champs look terrible. frequent animation bugs (shield through forehead, shield sideways, holding end of staff) or poses that are attempting to be dramatic but manage to just be confusing. please please please EITHER go full-3d positionable views (a la GalCiv II ship builder) or pick one straightforward view and background that maximizes descriptiveness.
- can’t reorder buildings/units in a city’s build/train queue without cancelling and re-ordering manually
- “battle” notifications on right side of screen (eg. declarations of war) are blank/have no graphic
- in general, formatting/animation of notifications on right side of screen is clumsy. ‘category’ notifications should stay from turn to turn even if nothing in them. lists are not updated correctly: eg. when you click on something in the middle of the list and it moves your view to that thing, the notification disappears, but the one below it will now be doubled up. also, there’s quite a delay noticeable when expanding or contracting the lists, or even selecting one of the notifications
- startup splash screen doesn’t scale to screen resolution properly (appears stretched)
- the main menu screen is zoomed in too much, and so the graphics for the earth and fire elements are cut off
- main menu itself has clunky buttons and text that’s too bold, which doesn’t match with the subtlety of the rest of the artwork
Gameplay
- not clear what ‘grain’ does, and the hiergammenon doesn’t appear to say anything. assuming more grain = faster growth.
- internal inconsistency in logic re: the value of gildar. specifically, gildar used two ways: to manage kingdom and to buy equipment for sovereign and champs. it’s value for managing the kingdom is at one scale – earn single- or low double-digit amounts per turn from cities, spend single-digit amounts per turn on maintaining units and improvements. it’s value for buying equipment is on a completely different scale – one boring and unimproved shield costs 180 gildar! it’s really easy to spend an entire treasury of thousands of gildar just to buy a couple of suits of boring chainmail, when that same money in kingdom-management terms is a fortune! where this can really be put in contrast is between equipped champs and trained units. equipping one champ with full armor, shield, and sword would require the gold output of literally hundreds of turns from even a large city, but training a half-dozen members of a unit that are similarly equipped takes only a dozen or so turns. so the result is that the friggin sovereign and the famous and important champions of the kingdom get the worst deals possible when going shopping. that’s, uh, counterintuitive to say the least.
- building and training is SLLLOOOOOOWWWWW. as a result, I wind up playing with a death-stack of champs but few actual units. in particular, almost no units in the early game aside from pioneers and caravans, because the opportunity cost of building them is prohibitively high.
- tech research is, if possible, even SLLLLOOOOOOWWWEEEERRRR. The one game I researched the spell of mastery I was nearly bored out of my mind by the end, because I’d done everything else there was to do in the world, and just kept hitting ‘next turn’ to research. despite building many, large cities and playing day-long games, I’ve never got past half-way on any of the tech trees, and because the costs jump so much as you get to higher techs, there’s no advantage to specializing in one tree. can the research rate not scale with map size, like it did in GalCiv II? and likewise, be an option to adjust?
- ok, here’s my one independent ‘brilliant idea’: we should be able to enchant items! need spellcaster with certain level of skill in the particular element, plus appropriate improvements in a city with an appropriate shard, plus materials. So, for example, to enchant a sword with fire damage, need a city with a weaponsmith, a temple of essence, a fire shard, a caster that’s a fire mage, plus a certain amount of crystal and metal and mana. Or for a cold-dmg ring, need a city with blacksmith, temple of essence, water shard, caster that’s water mage, plus a certain amount of crystal and metal and mana. Strength of enchantment depends on caster skill level (i.e. mage vs archmage, etc), magic researched, and intelligence; quality of base weapon depends on technology.