Thanks for the notes and the continuous improvements. Think there needs to be a bit more AI work added to this patch before I'll be dragged back into playing this though.
Wo1verine
As another sideline, Frogboy might want to adjust the A.I.s behaviour so that it doesn't react to summoned creatures the same (i.e. instant focus) as that would reduce summoning as a useful player tactic. If it can make a threat assessment and say allocate one or a couple of units to deal with the summoned creature as apposed to its entire army.
Brad has started discussing this in this https://forums.elementalgame.com/448105/get;last Dev Journal post. He says the A.I. just doesn't consider summoning to be worth it tactically. Provide enough justification and examples and I'm pretty sure he'll adjust the A.I.
Summoning is definately worth it. It's a guaranteed tactic for me when I'm outnumbered. Summon an elemental or some other reasonable hit point creature in the middle of the A.I.s army and most of their melee units will focus on it. Ranged A.I. units still focus on my ranged units for some reason. This gives my hero a few turns for spells and my units time to swarm and pick off enemy units one by one. Can't remember the names, but Celestial Warrior and
Happening to me too with the latest version. Quite annoying.
[quote who="Sifer2" reply="25" id="3392103"] I agree a lot on ranged combat. It was always disappointing that nothing effected it. You can't block shots by putting other units in front of a target you want to protect for example. And objects that block physical movement don't block projectiles it's just annoying. Would love to see that revamped. [/quote] Archers can fire over objects in battles, you often see them at the back firing over their own front li
Agree with all of your points. 1.3 was definately an big improvement in AI competency, I've lost cities to the A.I. for the first time ever. Saying that there's still a good bit to go and I'm sure we'll see additional patches by Brad focused on this. 1 - This problem also occurs where trying to select the tiles for tactical spells e.g. Burning Hands. The three squares affected are quite difficult to see with some landscapes (especially snow).
Pathfinding doesn't seem to take into account monsters proximity for Pioneers. If you aim for a destination beyond a monster, the shortest path will probably go right next to the monster and will leave your Pioneers finishing their turn next to it and getting gobbled. As a result, I often micromanage the route my pioneers take to keep them away from monsters. If the A.I. empires are using the same pathfinding algorithm, I'm not suprised they're struggling to get
AI updates look good. Will be nice to play a game where you actually feel threatened in the early stages. I rarely see the need to garrison my cities until an A.I. declares war in current games. Is there an ETA for these?