[0.98] First impressions, balance suggestions, and bugs

Impressions from a new player

Hi Everyone,

I bought Fallen Enchantress when Beta 5 came out, as I had read it was the last beta and nearing completion. I'd like to share my first impressions of the game with everyone, as they might be closer to what a reviewer or a first-time player would think. In my opinion the game only feels about 60% done. It's like the foundation of a great game has been created but the world hasn't been filled out yet. I think it's a little bit scary that Beta 5 is the last beta because from a content standpoint the game feels like it has a long way to go.

I really enjoy some aspects, especially the way resources/improvements have been done. I'm most disappointed in the fact that the world doesn't feel alive. I don't play strategy games for a board game-like tactical experience, but rather because I feel strategy games provide an awesome naturally occurring story that changes with each new game. I think Fall from Heaven II was an excellent example of that kind of game, and I feel that Derek and the team are heading in that direct with Fallen Enchantress as well.

Here are the general suggestions I have (medium map size, challenging difficulty):

-Make more quests come to the player, and tie them to progress in the game world. This would tune rewards to the type of tech route the player was going, as well as allow for quests to continue coming in the later stages of the game. For example: If I've just completed an alchemy lab, perhaps have some mad scientist from one of my cities come to me with a quest. Similarly with other specialized buildings, like a command post unlocking possible weapon quests, and the conclave buildings unlocking special spell quests.

-Make sovereigns feel cooler. My sovereign is already quite strong, but I feel like sovereigns should be much more unique than champions. Perhaps give them more opportunities to unlock special mounts etc and possibly even tie it into the tech tree/quests. This doesn't have to necessarily make them stronger, but the abilities and items should be different from what regular champs have access to.

-Make more unique "locations". These could be similar to the wildlands but not as difficult. For example you might come across a ruffian camp in the desert only to discover the City of Thieves nearby. This area would have a few of the smaller camps and a quest/unique fight when you reached the actual city.

I've only played for 8 hours so I'm sure I'll have more suggestions as time goes on.

Balance suggestions

-Magic really needs to impact your score in a more meaningful way, especially since score effects other things like tribute and people going to war with you. For example, I had two really strong mages, and could wipe out the enemy armies with one blizzard, but my score was actually low. Is there a shard multiplier effect? Score should be effect by progressively larger amounts depending on how much of a particular shard you have. In that game all these scrub npc's demanded tribute from me and when I refused went to war with me, I had 4 people fighting me at the same time. And even after I had destroyed two of the enemy factions my score was lower than the tarth.

-There should be a rule built into not starting near a peninsula. It's hard enough starting there in a game with Navies like Civ, but in this game when you start there surviving becomes near impossible on a somewhat crowded map.

-Magic costs in general feel off, and I think costs relative to each other need to be reworked. No one is going to save 500 mana to decrease a cities unrest by 5%.

Bugs

-When you reach Mimbly's dungeon, and say 'I'll come back later', the dungeon moves and you get the riddle again. In one game I had 6 pairs of his boots, one for each champion.

-When I had two champions move onto two dungeons at the same time, and for one I selected 'I'll come back later', then the game bugged and every turn asked me if I wanted to explore the dungeon, even though my guy was no longer on that tile.

-Cities, boarders, and resources will almost randomly disappear/reappear on the strategic map. For whatever reason, quest locations and lairs seem more stable.

-When you build/upgrade an improvement, you don't get an announcement like you get for buildings, so sometimes I had cities with empty construction queues.

-Values assigned to various things in trades are inconsistent. One time the NPC had only a bit of metal, and valued mine higher, so by being crafty I robbed her of all her resources.

Sorry for the long read! I'm enjoying the game overall.

3,332 views 6 replies
Reply #1 Top

Excellent points, and welcome :beer:

Reply #2 Top

Welcome! You make some very good points.

For general rules regarding bug-posting, see this thread.

-Values assigned to various things in trades are inconsistent. One time the NPC had only a bit of metal, and valued mine higher, so by being crafty I robbed her of all her resources.
End of quote

This is not a bug, but intentional behavior. The change in value, that is, not the "getting robbed" part.

Reply #3 Top

thanks for the feedback, as for the bugs:

Fixed the problems with the riddle quests

Wasn't able to repro the issue with two guys moving onto quest locations at the same time... if you can give me more information about it I might be able to, what units were they?  What quests? which did you accept, which did you reject?  In what order? 

Looking into a solution for no event updates for resource improvements, I expect there to be a fundamental change to how this whole system is dealt with before release (UI wise, the gameplay/system will be the same).

Reply #4 Top

Thanks for the welcome guys.

@Gaunathor:

The reason I think it's a bug is that the metal she sold was valued lower than the metal she bought. In other words she had 50 metal to sell, but I had +300, and she actually let me trade 5 of my metal for like 20 of hers, therefore I was able to take all her horses, crystal, tech, without really selling her anything.

Quoting Kestral2040, reply 3
thanks for the feedback, as for the bugs:

Fixed the problems with the riddle quests

Wasn't able to repro the issue with two guys moving onto quest locations at the same time... if you can give me more information about it I might be able to, what units were they?  What quests? which did you accept, which did you reject?  In what order? 

Looking into a solution for no event updates for resource improvements, I expect there to be a fundamental change to how this whole system is dealt with before release (UI wise, the gameplay/system will be the same).
End of Kestral2040's quote

Hi Kestral in the future I'll try to write down bugs when I come across them so I'm able to report them more clearly. I believe the units were both pathed to land on the dungeon when I clicked 'end turn' but first Vega(vassal sovereign) landed on the 'deadly level' dungeon where statues come to life (sorry i can't remember the quest name). The other quest I can't remember at all :( ! The reason I remember the statue dungeon is because every turn for the rest of the game I would read about all the statues coming to life as I entered the room!

Reply #5 Top

Quoting Shackalakala, reply 5
The reason I think it's a bug is that the metal she sold was valued lower than the metal she bought. In other words she had 50 metal to sell, but I had +300, and she actually let me trade 5 of my metal for like 20 of hers, therefore I was able to take all her horses, crystal, tech, without really selling her anything.
End of Shackalakala's quote

Like I said, it is not a bug. You probably have Influence, which will increase the value of all your offers. This is in addition to the value-increase, if the AI has only low amounts of the resource you offer.

Quoting Shackalakala, reply 5
'deadly level' dungeon where statues come to life (sorry i can't remember the quest name)... The reason I remember the statue dungeon is because every turn for the rest of the game I would read about all the statues coming to life as I entered the room!
End of Shackalakala's quote

That is the quest Varga. This behavior has been reported a couple times now.

Reply #6 Top

Yea it's a Varda issue, fixed for the next patch