I'm sure I will have more feedback later but after a few battles one thing really jumped out at me. Combat speed is too powerful. My sovereign on a horse can attack 3 times or attack and then retreat. She can also cast 3 spells in a single turn. This is way too powerful and will end up making things unfun once someone gets a strong unit you are unprepared for. Really need to decouple movement speed and number of attacks.
edpfister
Had a battle with my sovereign and a familiar. We won easily. At the end of the battle the summary incorrectly had 2 familiars listed, one of which was dead.
I had a large battle with 6 or so spiders versus only my sovereign. I killed 3 or 4 spiders but lost. I still received the quest reward which was a nice piece of armor (defense +12 I think).
In tactical combate we are starting pratically on top of each other. We need some room to manuever and use our speed or range advantages so we should start further apart. How far depends on range and speed range of units. Basically fast units should be able to get into combat in about 2 turns probably. Slow units 3-5 turns for melee range.
I noticed that spiders and wolves were all only moving one square. Found this odd. Animals are usually much faster than humans so this should be reflected in the game. I know this makes them more deadly but just compenstate in some other way like lower attack or something.
I had setup a path to move on a goodie hut or quest. The ended up intersecting an NPC and the computer had me fight him automatically (and it was just autoresolve for some reason, no option for tactical). This was not my intention, movement should stop or a warning dialog should appear before the battle happens. Nice touch on the response to this though. I like how I was labeled a murder and was now looked at with fear by the people.
After completing the horse quest I received 2 horses.
For the horse quest the first option is to leave and the second is to fight. Should be the other way around. All quests should have the top option as the equivilent of "yes" do the quest, the second as "no" don't do it where appropriate.
A witches hut appeared at the time I landed on a quest inn. It was the new quest I think with Blurb or something that says he sees you are trying to start up a civilization and then he threatens you. Not sure if the hut was directly linked or if it just appeared at around the same time. I assumed it was from the quest so I marched over there but was told I wasn't a high enough level. The hut had no indication what level it was.
It would be nice to be able to drag the spells we are currently learning around to reorder what we are learning. We can queue up a lot of spells so our priorities could change as it will be a long time before they are completed potentially.
When you cast a spell from the cloth map there is just this pause. You can't really tell if anything happened at all. Need some effect (sparkly thing), animation or dialog to let us know our spell was cast successfully.
Right now the spellbook is a confusing thing. One thing that would help a lot is if the spellbook would open to the page that is most appropriate based on how you got there. If you clicked on the spell research button then you should be looking at the spells that are available to learn and the ones you are currently learning. Don't show me the spells I already know. If I get here because I pressed on the spellbook of my sovereign then I am probably getting ready to cas
It is unclear how some spells are different or what they do exactly. The spellbook description should make this very clear. What is the difference between fireball and firebolt for instance, they have the same description and cost the same? Should tell us damage potential, range (if applicable), etc. Another example is protect. Description tells us that it protects against spells. To what degree does it protect though? Is the unit now immune to spells
You get one point to increase skills but when spending that point the ability goes up 2 points. Either give us 2 points and increase by one for each or if it's a bug just fit it.
I had a tactical combat at a quest location fighting some bandits (bandit and a wolf actually). After I won I was immediately placed back into combat with same bandit and wolf who were at 100% health. I was not though, my mana and hp's were at the same state as they were after the first battle.
Probably were going to add this but want to make it an official request in case you weren't planning on doing it for some reason.
Not sure why but the game crashed shortly after ending my turn. Here is the link to the debug.err file (renamed to debug2.err as I have another one there that I'm not sure if I should delete or not). http://dl.dropbox.com/u/8962259/debug2.err
Yeah, I brought this up in other topics a couple of time but never heard anything. I would guess at this late date that it's not going to be here for release which is sad. I used to play with the enchanment perk (whatever it was called) in MOM all the time so I could make super heroes. Maybe it wasn't the best strategy but it was a lot of fun.
[quote]3.5 is the version that got watered down.. 4.0 distilled it. OMG!!! LMAO!!! At least I wasn't drinking anything when I read this...[/quote] I never tried 4.0 as I didn't like what I heard about it so can't really talk about which system is better (pretty sure it 3.5 for me though). Regardless of whether you like the system or not it nevers hurts to look at the spells for inspiration which was the original posters point. There are m
[quote]Have a ton of spells that are all useful and well-balanced. Have a random draw each time just like the research (and spells in MOM), with rare, uncommon, common spells, and some spells only developed by quests. Limit the number of spells you can learn for each level and book. If you can only have four first level spells, which would you choose? It would greatly shape your strategy for that particular game. Random elements such as this make replayabil
[quote]Magic is especially problematic right now. But am I the only person who thinks that more spells is NOT the answer? There are already a ton of spells available and the magic system and interface makes choosing and using them extremely micromanagement heavy; its easily the most complex single piece of the game. You have to figure out what each spell does, you have to remember what each icon stands for, you have to choose new spells on a regular basis (or be very confident queuing them),
[quote]If Tactical Battles slow MP to crawl, there's no point in having them in the initial MP mode. Of course a on/off choice when creating games would be ideal.[/quote] I'm not someone likely to play MP much so this won't effect me but we already have that threshold feature. Why take anything out? Leave it up to the players if they want it or not. Set the threshold to 99999 if you don't want them, simple enough. Taking it out while a more MP friendly version
[quote]Can we have the fog of war removed once an area has been explored like HOMM? At the very least, leave it clear and visible in the last state we saw it in like Civ. [/quote] Please don't do that (remove it completely I mean). I can see having both as an option like some other games do but I hate knowing about things I shouldn't know about. Having the last known state shown though might be a good idea as long as it is clear it is old information and might not be valid
[quote]However, they are taking that out of the game (in that you do it before you start playing a game). Now it's going to be more of a "mod" thing, from how I'm reading Frogboy's post, including - and this is significant- custom tech trees. If I am able to completely control all this stuff, then there is either a toggle for multiplayer-compatible or not (which has limits and stuff), or you cannot use these custom factions in multiplayer. The reason for this is because nothing stops a player
[quote]Strongest memory is Heroes of Might & Magic III. The bigger your stack, the more units dies from the other and thus less retaliation. Got disappointed in the Heroes system in Armageddons Blade where 284 Minotaur Kings with Luck (double damage), killed my entire 80 Minotaur King stack. Now he got 284 Minotaur Kings and I got none....slippery slope....[/quote] This is just a problem with the systems and not epic battles. If this was properly modeled than all these units