The wait is killing me, I was so looking forward to a beta this week.
Sherekhaan
If you don't reload though, you will periodically lose heroes, including the most powerful ones and there's pretty much nothing you can do since the change to who moves firt in a battle. I agree they are fine offensively, just their defense is lacking with no resist ability or levelled hitpoints.
I like the extent of the tech trees I love how I still haven't researched every tech yet in a game. I would love to see this expanded a bit and see the tech trees intertwine so that some of the best techs have prerequisites from multiple trees. For instance having some rare Adventuring techs giving learnable abilities to champions requiring the univeristy in the civics tree. I really like the RPG elements for the champions and the ability to level them. The only thing missing is the c
[quote who="Anglophile" reply="21" id="2811358"]First, just let me agree strongly with the item shop criticisms. Speaking of artifacts... Well that is all one can do in Elemental, there's certainly nothing interesting in the game. [/quote] Yep somewhat powerful artifacts through magic would help champions, and also the potential to learn different non-mana abilities as they level too. I also like the idea and suggested it before of scaling abilities li
New quests and notable locations... I seriously ca not wait! Thank you frogboy [e digicons]:grin:[/e]
I think only a few things need to be done to make champions useful late game. First and foremost is fixing the damn horse animation that makes using horses torture. With mounts it is easy to get an extra move in and also the better move on overland map. Iniatiative will change the whole dynamic of battles too. If champions moved faster they would be worth more even if not quite as strong as squads of 12. This could be a stat that you can pump points in as they level up. <
I am crossing my fingers that some of that "content" is in the form of fun quests... [e digicons];)[/e]
This other thing broken is the overall lack of quests. So much potential and you only get to do a few quests.
[quote who="KingHobbit" reply="3" id="2804478"]I would rather have more magic, buildings, and tech than short cuts. The changes that I have heard about for 1.1 seem to address this. [/quote] Those additions have already been talked about. Rather than content I am talking about UI as separate, not instead of. I guess from my perspective TBS don't have to be arduous to complete simple tasks. I hate clicking the mouse 4 times for something that one keystroke could acco
The most annoying thing for me at the moment is the limited and sporadic shortcut keys. This game REALLY needs a key bindings tab in the options and a heck of a lot more shortcuts for things like euip items and various windows. I would also dearly love to unbind the guard and auto explore shortcut keys since I use these the least and buttons would be ok. Also you did this great new city window, but it is a pain to get to... more shortcut keys! I really hope you have something planned
[quote who="davidjc_af" reply="26" id="2798372"]Mounted Combat fixed yet? Do the Devs realize many people are just not using mounts at all because of how annoying it is? [/quote] Want to add my voice to this one. The delay in horse combat animations makes me want to cry, esepcially given the number of patches out since release.
Frogboy, I have a question on content, are you going to be getting more quests released for 1.1? Also I really miss the random quests from beta 2 that would just appear. Bring them back and make taverns or pubs enable them.
I am actually like you and after all the release bugs stopped playing waiting for 1.1. I have actually been playing 1.09 in anticipation of 1.1 and wanted a baseline to measure it against and I have to say that Stardock have been making a good effort at making it playable. The combat is far less annoying with the speed changes, balance seems better and things just seem to be working better. The only important thing they need to do with battles is enable players to prevent mana use in
So... while we're talking about 1.1; originally it was planned for September, but I know 1.08 and the subsequent hotfixes delayed the schedule at least a week. Is it still on target for early to mid October, or are we looking towards the end now? Thanks.
[quote who="Frogboy" reply="38" id="2790179"] There's a movie, and maybe someone here can remember it, where a screenwriter has a great idea for his own movie and through the course of it his vision is mutated into a horrible movie. [/quote] Ed Wood and Plan 9 From Outer Space?
I don't know if it's just me, but I have pretty much given up playing until 1.1 comes out. I guess the essence/mana system just annoys me when I think of a global system coming out soon. Is there any indication what stage of October 1.1 will be coming?
I have been railing against the general quest interface since beta. The hiergammon is pretty much useless to actually see the status of current quests and they need a list system like a myriad of other games with a panel with details on how to complete, and where to complete the quest. AoW had a decent quest function, look there for a start. Oh and... MORE QUESTS!
No rhyme nor reason. I can understand some race restrictions, but given they are all homonid it seems ridiculous to stop one race wearing boots over another.
Add me to the list of people irritated by this bug. It's not game breaking but it happens regularly enough to be frustrating when you select the right square to bring a resource into the walls and it ends up on the other side.
[quote who="Frogboy" reply="81" id="2777707"] The second one (overworld spells) is precisely why we have to change to a global mana storage system rather than per unit so that we can have, big, powerful spells like that. [/quote] On that note, when is the new mana system going in; 1.1? I must admit I was disappointed not to see it in 1.08, but given the other problems I can see the wisdom in not bringing it in yet. Thanks
My old favourite, the end turn bug which greys out the end turn button is back. Kills the game and reloads won't reset it. I know you put a lot of work into this patch, but it's broken some pretty important stuff.
It's getting there and a lot of the ideas are good. little enhancements will go a long way to making this a good game. UI Hotkeys: There needs to be more hotkeys and more customisation on how those keys are assigned. Right now it irritates me to not have a way to find out what they are and how to assign them. E.g. If I hit G by mistake it freezes the unit and I can't make i
Bows were hitting every time before the hotfix and now're they're missing every time. Maybe another hotfix to fix bows?
[quote who="Frogboy" reply="22" id="2771860"] The QA team and dev teams are playing it (and in fact, based on the yelling, I think they're playing a Dev vs. QA game). [/quote] You guys have an awesome job! (Except for painful releases)
Is there going to be a handy quest log, other than the system in now, to view existing quests? A list with a preview pane next to it with quest details would be a great way of making it easier to see outstanding quests without having to scour the cloth map for yellow symbols.