What UI/interface/visuals is FE still missing? Post your ideas here. Here's my list so far: Strategic *When a unit finds something or an event occurs, the camera jumps to the next unit, rather than finishing with the original unit that triggered that event. Very annoying. *Path finding should have a draggable path to change the path a unit takes. That and/or way points, where you can select points you want a unit
Lord Reliant
There are times I'd like to change my weaponry to be more effective against a specific monster (because of weaknesses and such), but I can't do this in tactical combat. Many games allow this at the expense of a turn. Could we have a re-equip button/option in combat?
[quote who="DexCisco" reply="4" id="3091067"]The same can be said for pathing of roads. I had an AI army get stuck at a narrow coastline because the road was built through a resource of mine, but the AI didn't want to leave the road and go around it. He just sat there, stuck, which also blocked me from passing that way as well. Roads should not path through resources, quest locations or lairs.[/quote] That AI is really devious!
Ooh.. Good find. Definitely a bug now!
I understand probability. At least, I probably do. ;) Our commentary is more that it seems like the randomization isn't quite so random. There are quite a few items to collect in the game, but instead they seem to come in waves. Maybe the randomization isn't as much? Or maybe it's just coincidence.
One way mentioned previously was specialization. While you can do that somewhat when a city levels up, I often pick the same types of improvements because they're better than others. I also have a hard time determining how quickly a city's ZoC (Zone of Control) will expand, as well as level up. I know when it says the growth that adds to when it will get the next level, but I can't really predict when and how much the ZoC will change over time. And while ZoC is divided eve
[quote who="Derek Paxton" reply="2" id="3090485"] Not all lairs give loot.[/quote] Good to know! Does the flavor text reference loot being a possibility? Are there just certain types of lairs that give loot? If not, is it just random, or indicated in the HUD?
Noticed the same issue. It's like I get a plethora of shields or maces, which doesn't do me much good. Loot is great, but I'm usually not fighting to get something I already own!
Poisoned bows would be sweet.
Good ideas here! Thankfully many are simple balancing issues.
Yep. It needs to have more intelligence behind how it selects a path. And thinking even more broadly, it'd be sweet to do something like Google maps where you could drag a point of the path to go somewhere. Heck, even if that was in there now we could correct for badly-placed path selection. Also, we need rally points and way points. And a pony.
Agreed. Either remove the 1/level or allow that attribute bonus to be applied to all characters and not just those that selected that specific bonus.
Auto-select next unit is so annoying. It often jumps attention to another unit right as the unit I was moving finds something important. Makes the experience really jarring.
Looks like that got fixed in .86.
[quote who="CHiZZoPs" reply="10" id="3090428"]Derek, I'd love it if you could make a cosmetic change: Normal FE mouse cursor when in the game menu. Going to the game menu from in-game preserves whatever pointer you had at the time, and it looks ugly and is difficult to navigate the menu with a crossed-swords mouse pointer, for example. Cheers![/quote] Agreed! Same behavior after winning a tactical battle.
[quote who="ZombiesRus5" reply="43" id="3090149"] Quoting Lord Reliant, reply 41Should old save games work with the new patch? If not, when the final version is released, will that be the case for future updates? Updates usually break save games which I would suspect will continue to be the case after the beta is over. My suggestion is don't update the game if you are in the middle of a long saved game already. [/quote] I imagine updating would break old save
Yeah. XP gain was a bit too nerfed in .85. .86's release notes seem to do something with that, so hopefully that will help. We've gone from over powered champions to ones that are killed by mites!
If territory is going to provide a tactical advantage, it will need more prominence than a tool tip. I don't want to have to mouse-over every single square of land to plan each unit's location!
I posted about this same issue here https://forums.elementalgame.com/417645 I hadn't had time to test if this was still the case, but sounds like it. I don't have an issue with tactical and strategic summons working differently, but I do have an issue with them costing the same amount of mana. Since tactical's only temporary for that battle, why not make it cheaper than a permanent summon?
Good to hear more diplo options are on the way!
While I don't necessarily want another pop-up, the idea here is that there needs to be more prominence given to cities that aren't producing anything. The current notification is too understated and easily missed. Even in .85 I find myself forgetting/missing making something, which puts me at a big disadvantage with the AI. I know it's my job to check my cities, but right now the ZZZZZ.... is easy to gloss over.
Yeah. It'd be nice to threaten the AI in the same way they do it to me! Kinda unfair right now.
Can you double-click on a unit to build it, just like a city building?
Yes. This is VERY annoying. I posted about this earlier https://forums.elementalgame.com/417646 I understand the point of fog of war. I don't understand why it removes items that were shown to you previously. Seems like a bug, if not just an oversight.
How ironic. You can't return to the game from the Menu Options screen using Escape, but you can hit escape to close the quest dialog box! Certainly a loophole that needs to be closed.