[0.75] Suggestions

First of all, i have to say i'm really enjoying legendary heroes :grin: ; i find it to be an overall improvement over fallen enchantress.

Here are some suggestions on how to improve the game even further:

- city spam has to be limited: the a.i. just fills every possible spot with cities; maybe force it to have less cities, but with bigger bonuses on production/growth/lower unrest, is a decent solution.

- there are currently no drawbacks for having mounted troops instead of walking ones; i would double the effect of swarm when used against cavalry or wargs mounted troops

- cleave is way too overpowered, maybe the attack should do less damage. 

- wandering monsters shouldn't be able to destroy cities: just make them destroy buildings depending on their strenght; e.g. an army considered weak could destroy a building per turn, a medium one could destroy two of them and so on; when there are no buildings left, the city follows.

- allow the player to be able to refuse a champion when offered

- by razing an enemy improvement, players should receive resources, e.g. a shard shrine could give mana, a crystal crag crystals and so on.

 

Also, i found a couple of bugs:

- i had to escort two different noble women, so i kept one with my army and left the other one wandering trying to reach the estate on her own, she eventually died, killed by an army of monsters, but this ended the quest even for the other one.

- when a shrill uses static blast, the screen freezes for a second. Perhaps it depends on graphics settings.

Keep up the good work  :grin:

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Reply #1 Top

- i had to escort two different noble women, so i kept one with my army and left the other one wandering trying to reach the estate on her own, she eventually died, killed by an army of monsters, but this ended the quest even for the other one.
End of quote

This is because there is only one noblewoman Unit_Quest_Noblewoman, but two quests that spawn that same person. Since there are no unique tags it thinks that if one woman dies the other one automatically must have died. A simple fix is to duplicate the Unit_Quest_Noblewoman and make two unique tags.

Reply #2 Top

I thought you couldn't pick up two of the same quest.  Every time I go to an Inn that has a quest I'm already on, nothing happens.  If I complete the quest and then go back to the inn where nothing happened, then I get the quest that I had completed.

Are you talking about Cleave on axes, or Cleave on monsters?  Because on axes it's definitely not too powerful.  It doesn't even benefit from the swarm bonus, so many times you actually are taking a damage penalty to use it.  I could see Cleave as a passive trait that benefits from swarm getting ridiculous, though, although that's usually only on very powerful monsters.

Reply #3 Top

There are two noble woman quests.... one is a bandit raid quest, so you take the quest with a nasty surprise at the end... the other is a simple quest. It is a particular nasty ending and a surprise when you don't know which quest you are really on. I think this was to keep the player always on their toes when taking this quest... will it be a happy ending, or will you have to fight to save the princess in distress.

Reply #4 Top

Or you can just take the money.  I'd often take the money because I didn't have the army to beat the bandits with.

I didn't realize it was separate quests.

Reply #5 Top

Just like the Rats in the Ruin quest - there are two variants, one which you lose a few hitpoints and don't have to fight, and one where you have to fight a corpse spider to complete the quest.  They look identical at the start, it's only when you go to the barn that you find out.  Note: this is an early way to get a Corpse Spider if you are a Beastlord. =)

Reply #6 Top

The cleave ability that many units have. You end up using it everytime. 

Reply #7 Top

quest with bandits (200 gold or exp bonus) and spider (spider or xp bonus) are better then "easy) variant.

Reply #8 Top

- wandering monsters shouldn't be able to destroy cities: just make them destroy buildings depending on their strenght;
End of quote

lol ain't gonna happen we've had this discussion argument several times now. :{P

Reply #9 Top


I would like to offer for shield (as an item) imunity to swarm. This could solve defence (or defenders in general) problem. Because now swarm system makes defenders usless. Armor alone can not stand up swarms no matter what plate will you get on.

Otherwise i think units special atacks should still keep swarm bonuss. I mean using cleave is actualy not atractive now because you can get more from swarm. Same goes for maces (even worse because you loose turn).

Units with shield should always be in defence stance no matter if they use skills or atacks (they already have lower atacks because of 1 handed weapons and their purpose is guard and withstand).

Hero defenders skill "Guard" should last till next his own turn, not till guarded units turn. Othervise its bloody hard to plan all the iniciative sequence and such awsome skill becomes usless.

I would like to have more heroes choices (maybe 1 of each class or for ? ). 2 heroes are to few for a choice. I also prefer to get them later but better than often but crapy :) First two i ussualy consuming for new spell schools but before they getting robbed till naked :D Some unique skills would seduce me to keep them. Such like necromancer hero, or the one which atacks for half damage but stays in defence. I actualy would like to see this skill on units with shield as a permanent option.

I still would like strenght check when AI autocomplete epic arena quests. Currently it manages it suspiciously early.

And i still dont like AI setling in midle of Deadly, Epic and similar monster zones. It's simply unfair, because it rarely gets atacked. Now AI setles anywhere and surroundings just has no any  impact on its decisions.