[.86][AAR][feedback][Bug Report] Cave Wars : 1 sovereign and a bunch of misfits against 4 ridiculous nations

I am finishing my first playthrough on ridiculous level in .86, settings are standard, with high monster density and fast technologies.

 

 

Sovereign picks are as follow :

Nation : Resoln

Profession : Warlock

Traits : Fire 1, Death 1, Air 1

Discipline, Brillant, Impulsive, inefficient,+1mana/season (don't remember the name of this one)

 

My first city is founded on the starting location (4/3)

 

 

During the first 100 turns or so, my sovereign clears some monsters on the map on his own, while my first city produces a few settlers then a Tower of Dominion. As the game is set to high density, I don't have much trouble finding monsters of my level (I killed a few wolves, bears, trolls, spiders and ogres, and some elementals and demons). My sovereign is now level 8. I try to save my mana most of the time, so he spends most of his trying to bash his opponents' skulls with a maul he found on a monster (despite being registered as a magician). He has just learnt the fireball spell (but has not increased his rank in death or air yet). It is a bit expensive for my mana budget though, especially since these fireballs are best used against the ice elementals that keep leaving the Ice kingdom to attack my cities.

 The other two champions are useless goons at the moment (and they even happen to only know fire or death magic, which my sovereign already knows).

I manage to found 3 new cities in easily defendable crappy locations (2/2 and 3/2), the other ones being blocked by terrain or monsters, and 2 acceptable ones, but close to Tarth and Altar. Magnar has settled a town right next to my capital. Things don't look so well, especially when you watch the score. Kraxis is another neighbour. This really is a small world :)

 

 

 

I have two special wildland areas around :Albeix  who dwells beneath, and the Ice elemental King. 

At this time, I am a bit late in the technology department, and I have few cities settled because of a bottlenecked starting position. 

Altar decides to try to wipe me out, and declares war. 

My army consists of some conscripted spearmen, and two archers units that go with my champion.

The spearmen (spear fodder)have the following traits :

Conscripted

weak

no armor

spear

 

The archers (Dark Guards) have :

 underdog

precision

bloodthirsty 

 

At that time, I have developped warg riding, archery, logistics and enchantment.

 

 

I'm quite happy with bloodthirsty and precision, but underdog is a bit wasted on archers (that are supposed to live a long and healthy life). It would be much better on trhowaway units (but it would make them less throwaway). 

 

It is a pretty small force, but it manages to fend off several Altar assaults. Unfortunately, I cannot counterattack without risking leaving my 2 viable cities of Geddens (4/4) and Greyrock open.

I levy a few more conscript and archers to go with one of my champion who was just taking vacations in my capital (Inbasu lvl 3:  Tactician 1,  fire 1) to have a token force to defend my two cities  while I go wage war to the Altar cities with my sovereign. Unfortunately, Tarth decides to declare war on me at this same time. 

 

I exchange cities with Tarth and Altar a few times, before we all come back to our starting locations, but I manage to cripple a few champions in the process. Unfortunately, the elemental king start thinking it is time he joins in the fun too, and start moving towards Geddens. I have a few mounted archers and firestaff wielders ready. My other two champions are completely useless though... I send a mixed force of mounted bowmen, fire staff wielders mounted on wargs, and conscripts armed with spears led by my level 9 sovereign against the king of elemental ice. 

 

 

 

My sovereign approches to land a burning hand on him, and runs away with 3 hitpoints left after taking one hit. 

I planed to cast escape after all the meatshields (and the summoned fire elemental) would have been eliminated and return finish him after a few tries like that, but I manage to defeat it, but it seems mostly because he doesn't seem to make his mind up about who to attack next, after he has finished my meatshields. 

It must have to do with the fact that he is a multiple tile monster, and 2 of the archers were hidden behind terrain features.  

 

So he walks towards one, who rides away, then decides it is not worse pursuing, runs towards the other, who rides away too, and then sits idly in the middle of the battlefield while he is pepperred with fire (and arrows, but they don't achieve much).

 

Upon dying, I get the sword heart of the glacier (two handed, +45 cutting attack, +45 cold attack +50% wielder strength, allows casting of blizzard) which is pretty cool for my sovereign who likes to cut things down, and the fist of Vetrar which finishes in my 4/4 City of Geddens (+10% growth + 50% cold resistance for the units stationned there). That is a bit lackluster (not the sword of course, which is completely awesome), but heh, the fight was a bit cheesy after all. 

 

 

 

I cannot settle the frozen lands though (maybe because the quest disappeard after I first left the frozen area, or because it remains frozen anyway), so I build a few outposts to get acces to the crystal and temple of water located there.  I am soon able to recruit a forest drake (no idea how, as I don't think I was supposed to be able to build their lairs). It is a somewhat cool addition to my army. He is definitely not better than mounted spearmen, but he is kind of cute, and overpower + sweep can be pretty useful.

 

I sign a non aggression pact with Kraxis, focus on destroying Tarth whil I fend the armies of Altar off with a few pillars of fire, and my champion who starts not to be completely useless. I crush a few tartian armies, and take all of their cities in reach, and stop bothering with them at this point, they have something like 1 city left, and all of their champions are now cripples.

 

 Altar is a bit trickier as they send groups of 10 stacks against me (which is one problem of the AI : it doesn't understand that 10 armies won't beat a single army which is 5 times better than any of these 10), which are turned into nice chunks of XP.

 

After that, the game is virtually won, despite my score being horribly low : My former friend KRaxis declares war on me, and I blast his armies one after the other, then Umber joins in, and a few dozen turns later, there are only Magnar, Yithril ( I never met them) and me, with me having 60% of Magnar's score, so I decide to stop playing at that point.

I still have my pet forest drake, and my sovereign is still spending most of his time splitting skulls.

 

What I liked was adventuring with my sovereign and his bunch of missfits (and later his pet drake). Unfortunately, fighting the computer nations is not as fun, as they all field the same kind of units and don't even use magic much. I would have liked to have more troop options from the beginning, as the outcome of the game was decided before getting anything better than spears + leather + bow + early staves and mounts.

 

 

7,435 views 5 replies
Reply #1 Top

Bugs 

 

I encountered many bugs and issues during my playthrough :

 

 - The game kept crashing on me when I loaded several times in a row 

 - Removing an improvement from a city is cumbersome, and not always possible. either remove all cost associated with maintaining improvements, or make it so we can always raze them (and populate the city with houses so that every building is contiguous). Dont allow an improvement to be placed too far away from the city center, and that would not be an issue anymore.

The worst part is that sometimes, it does really look like the city would still be contiguous, were you to raze the building. 

 - There was no way to enter the domain of Albeix who dwells beneath : there was some kind of closed gate between two montains, and no tile to access the wilderness area.

 - Pathfinding around mountains is horrible. Units don't seem to mind going through a firestorm when picking a path. That is very stupid and frustrating.

- Related to the previous issue, a champion who enters a firestorm seems to end up with every possible affliction (and you are prompted every single time). I don't know if the same applies to a champion who is directly targeted by a firestorm.

-To make things worse, I don't always see anything displaying a firestorm on the overland map. 

-some of my settlers seem to have been built in a unreachable/unseenable place, and I had to disband them from the troop list. 

-There are some maps in which multi tiles melee monsters cannot access some units at all when they hide behind some terrain features. Or at least, their pathfinding does not allow them to. This would easily be solved if there was limited ammunition for archers.

- Fighting polar bears on some ice maps caused the game to stall without crashing. It only happened after engaging the bear in melee with a champion.

- After the arena of the Shaku... I got a random sword not named heartseeker. The sword was cool, but it was not the one advertised!

-I was able to recruit a forest Drake even though I don't think I was supposed to  

-The quest entries for every wildland area disappeared soon after I got them. I still got the reward for the king of elemental ice though, but I don't know wether there was more to it or not.

 

 AI issues  

   There are a few issues that plague the AI currently. Being blind to loot is an obvious one, but it is far from being the only one :

Strategic issues 

 

It has a tendency to badly evaluate relative power: it seems to count 10 strength 5 armies as being twice as good as my strength 25 armies, while my ST25 army can just roll over these 10 armies one after the other, with minimal casualties.

It should give more weight to the relative powers of each killer stack.

It does not use pillar of flame nearly enough, nor does it try hard enough not to be in the target area (ie, there are several occasions where the AI had enough movement to wait outside my borders, move and attack the turn after withoug being a potential pillar of fire target).

The AI does not seem to evaluate correctly the trade offs of maintenance, and builds everything everywhere, which is really sub optimal. Most buildings should not have any maintenance.

 

Tactical issues 

The AI champions do not seem to "get" the 3 minutes battle very well : they spend 5 turns buffing themselves up, and end up starting to go towards my archers with 10% HP :

When facing an opponent with superior ranged power, they should start marching and buff themselves on the way.

It should maybe evaluate wether it has any chance to win an encounter or not, and act accordingly : IE if the AI "knows" it will be wiped out in a few turns, it should focus on hitting whatever target is available, and not targets that are too far away (or can kite indefinitely).

for instance, if I charge in the back of the ennemy formation with my melee sovereign, the AI will still try to get to my archers, even though  they will all be dead before reaching them. There are situations where they'd better focus on doing any damage they can (compared to none at all), and not on trying to win an unwinnable encounter.

 

The AI usually do not try to move anymore when engaged in melee. It should still evaluate wether it would not be better to walk a little and hit something else (or just to move a little not to block the path for other units). 

Reply #2 Top

Now, on to the gameplay issues :

The main problem I have currently is that the nation vs nation wars are a bit dull. The funny part is mostly exploring and reclaiming the land, and battling the varied NPC monsters that each have their specific abilities. Battling other nations is always the same : everyone has armies that behave the same (giving some of the warhammers, and other spears won't change the problem : they need to behave very differently in the field. 

Boring early tech tree, and limited tech choices 

There are very few options to design troops in the beginning of the game, and you always spend your first turns researching the same items : bigger squads, leather, spears, bow + metal, crystal + brewery.

The problem is that once you have researched all of this, the game is virtually over :

in this game, I had razed Tarth and Altar with bowmen and conscripts only. I had not developped chainmail by the end of these wars. Once I had conquered all of their cities, the game was already over. It means most games will pit spearmen and bowmen against each other, and be decided before anything cool is unlocked. That was not the case in Master of Magic at all, as you did not have to research mundane tech.

To add insult to injury, the warfare tech tree has many prereqs from the civic tech tree, and the magic one has preres from the warfare tree. There is even less room for diversification there. 

 

There should be many techs removed from the tree and added to the beginning. All cross tree prereqs should be removed (You could still have prereqs from 2 trees to develop some items, or each faction should have access to a dozen tech from the beginning.

 

I'd rather have all tech trees deal with magic (one would be instant spellcasting, the other units and weapon enchantment, and the last one, overland spells). Magic does not feel like it is the main driving force behind the world in the game (except for the overpowered magical enhanced items).

Maybe if technologies gave overall stronger benefits, other nations would not be cakewalk compared to the NPC monsters. 

 

It's all Keynes' fault

The economic model of the game is terrible right now :

Taxation incures a severe linear penalty, making it very unworthwile, and most buildings have maintenance costs far exceeding their usefulness. It cripples the AI, who does not seem to realize how little benefit it gets from that much upkeep (but in ridiculous, money is not that big an issue for the AI anyway), and it makes managing cities terribly boring, as you don't build anything most of the time.

I should not have taken inefficient, there were far better negative picks, but it was not a big deal anyway in the end, as there are not that many useful buildings to construct.

 

Taxation is pretty ridiculous the way it works now too : there is no incentive at all to not changing the tax slider every time you need. It should be better to spend all the time at 5% tax than half at 0% and half at 10% (so that the best way to play is not to keep taxes to 0 until we are broke, and then raise when absolutely necessary), the lower  tax rates should be much less marginally penalizing than the upper ones (it should be much worse, unrest wise, to go from 20 to 25% than from 0 to 5).

 

 

Sacrifying spearmen, there is no problem it cannot solve

 Troop upkeep = x*labor cost is a bad decision. It makes crappy fodder the best units in the game. Making conscript worse won't magically change that. What would would be to make upkeep = A+x*labor cost for instance, where A would be a fixed value. That would make good units more valuable, and limit conscript spam. conscripts would still be usefull because of their low labor cost. Conscripts have to eat to, so it even makes sense. 

 

Upkeep should be lowered in garrison (it could be an effect of barrack, or any building). 

 

The pen is mightier than the sword, especially when it can cast a fireball

 There are several major problems with the way troops are handled right now. Even if we put aside the astonishing speed at which we lose troops, there are other underlying problems !

 

Slippery slope

Once you lose your experienced troops and champions, you have virtually no chance to come back : the replacement troops you will muster will be utterly crappy (level 2 at most, or 3 if you are really willing to sacrifice both upkeep and a trait slot), and your champions will be badly crippled.

It is a big problem, as it makes wars entirely depend on the first few battles. There should be techs to allow you to train troops at higher level. That should not be a trait, but an options when training troops in some cities (higher labor cost for higher level). Or having lost experienced troops could give an xp boost to the next few units trained (because they would be led by the few survivors of the destroyed units) in order to mitigate casualties. 

Designed in Europe

Unit design is pretty lackluster at the moment: there is very little to chose from in the beginning, and even after that, the choices are not that meaningful, as there are very few benefits in having a diverse force.

High materials should be the reason why not everyone in the army don't wear plate, not artificial limitations. Same for axes and spears: they should be there because they require much less metal than anything else. 

We need many more customization options for troops. More traits that would define the role of the units, and not just slightly alter some stats. I'd like to have several stat templates for each faction to add some diversification (like conscript, regular, seasonned, or countryman, citizen, noble) so that not all units have the same base stats (I know you can differentiate them with traits, but I don't think traits should do this part : they should add passive abilities that completely define the role of the unit).

 

Something like counter attack, bonus vs cavalry (I'd like to have some weapons only useable from horseback too),  ignores terrain penalties, magic immunity, kamikaze, cause fear, stuns, knockback...

Some of these traits could be unlocked by the magic tree. 

 More often than not, we only have to chose between a few variations of the same weapon, that only differ by their quality. In Master of Orion, on the other hand, you had many more crucial choices to make to fit a ship according to what you wanted it to do (fleet support, Point defence, long range support, missile boat).

 

There needs to be more options beside weapons and armor. At least, more options attached to weapons and armor, like regeneration, life stealing,  Arrow magnet (this one would be really cool, you would fit conscripts with shields of arrow magnet, and they would be killed instead of your elite forces).

All roads lead to Rome

Overall, I find the champion progression path way too uninteresting. The traits should all be strong enough to shape the hero's role. I don't think evoker should be toned down. I think every other trait should be on the same level.

I really like Tasunke's proposals in this thread .

Wizzard's first rule

Magic is terribly lackluster right now, and NOT because there are not enough spells, but because most of them don't do enough :

There are no counter spell, overland speel, or dispell, which is pretty weird. It is a tried and tested way to add some interaction between wizzards.

Same goes for the lack of overland enchantment (or battlefield enchantment for that matter) that could be dispelled and would have game changing effects.

Many spells don't scale well (the buff spells are not boosted by anything else than shard, so they rapidly stop mattering). The summons are lackluster at most (very few different things to summon. Why limit us to 1 summoned creature /battle?).

Fireball is completely overpowered. It should not completely destroy the opposing army. Increasing the casting time is not the solution (if the AI was not retarded, it could easily spread out and force the player to waste it in 3 turns, turning the spell from overpowered to completely useless).

It could have a chance to miss for every figure (maybe resistance and penetration could apply to damage spells too), or just have its damage toned down, and the casting time made reasonable again : a spell with a casting time of 3 should affect every ennemy unit, not just a 3*3 grid (but 3*3 is way too big if the opponent is not allowed to reposition his army).

Maybe if we were able to position our armies before battle, fireball would not be such an issue.

 Some spells and abilities are not resistable (withering for instance). I don't see a good reason why it is the case, except to make intelligence matter even less than it does now.

There should be an upgrade mass version of most of the buff spells. Why have so many champions only spells when units are already struggling to serve any purpose? There should be some spells to really boost an unit effectiveness.

If there were more useful mage talents (like one that would improve buffs and debuffs for instance), the buff/debuff spells could be made useful again. 

 

My kingdom for a dragon

I really liked recruiting a pet drake (and I would have loved playing with a pet fell dragon, but I didn't find any recruitable one. Are there really fell dragon camps?).  Ogres need to be made more useful (poor single figure units...), but overall, we need more varied creatures to recruit, as they add character to an army, and they are cool (while mounted guys with spears in chainmail are not that cool, as far as I am concerned).

 

Reply #3 Top

Quoting DarkGaldred, reply 1

 - The game kept crashing on me when I loaded several times in a row 
End of DarkGaldred's quote

This has been reported several times.

Exiting to desktop before loading seems to be the only cure.


Quoting DarkGaldred, reply 1

 - Removing an improvement from a city ...
The worst part is that sometimes, it does really look like the city would still be contiguous, were you to raze the building. 

End of DarkGaldred's quote

I have seen this, too.


Quoting DarkGaldred, reply 1

 - There was no way to enter the domain of Albeix who dwells beneath : there was some kind of closed gate between two montains, and no tile to access the wilderness area.

End of DarkGaldred's quote

This has been reported.

This isn't the domain of Albeix, but something else that isn't really implemented in the current beta.


Quoting DarkGaldred, reply 1

- Fighting polar bears on some ice maps caused the game to stall without crashing. It only happened after engaging the bear in melee with a champion.

End of DarkGaldred's quote

This has been reported several times.

Any use of the Maul ability creates a pause that gets longer later in the game, ultimately resulting in a total freeze.

Maul is on bears (start tactical, but press autoresolve before the bear can hit you), Fallen Martyrs (don't enter melee, the have high initiative and 7 move, so they may move before you), and on the weapon of the same name (avoid it)


Quoting DarkGaldred, reply 1

-I was able to recruit a forest Drake even though I don't think I was supposed to  

End of DarkGaldred's quote

I have seen this, too. I think it has been reported also.

You can recruit all drakes and the snake things.


Quoting DarkGaldred, reply 1

-The quest entries for every wildland area disappeared soon after I got them. I still got the reward for the king of elemental ice though, but I don't know wether there was more to it or not.

End of DarkGaldred's quote

This has been reported several times.

The quest doesn't survive loading.

When it's lost, the wildland tends to stay around even after killing the main monster.

 

Reply #4 Top

Quoting mmilleder, reply 3


This has been reported several times.

Any use of the Maul ability creates a pause that gets longer later in the game, ultimately resulting in a total freeze.

Maul is on bears (start tactical, but press autoresolve before the bear can hit you), Fallen Martyrs (don't enter melee, the have high initiative and 7 move, so they may move before you), and on the weapon of the same name (avoid it)

 
End of mmilleder's quote

 

It is not the same: My game froze before the bear actually attacked, just after my hero meleed it. 

I suppose this one has been reported too, but with impulsive, it looks like fireball still only requires 1 turn to cast. 

Reply #5 Top

Quoting DarkGaldred, reply 4

It is not the same: My game froze before the bear actually attacked, just after my hero meleed it. 

End of DarkGaldred's quote

... just as it was starting to attack. The freeze from maul always happens before the first hit.

Quoting DarkGaldred, reply 4

I suppose this one has been reported too, but with impulsive, it looks like fireball still only requires 1 turn to cast.

End of DarkGaldred's quote

At least it allows impulsive champions to cast before the other side gets to move.

I guess the conversion from ultra-high initiative to turns is badly defined.

That's one I haven't seen reported yet.