Initiative in general seems to be one of the reasons heroes are so strong, but any Init booster with aoe spells is just downright nasty. With Impulsive, or Haste, or any number of abilities or items that boost Init, you can nuke an enemy army with a 'multiturn' cast spell the very first turn, before they can act. Two things could mitigate this - one, I think Init in general needs to be looked at due to its power, perhaps diminishing returns or a cap on consecutive turns, or mo
Mtrixis
I'm all for improving tactical battles, but they can't become too slow due to fiddly detail, or large games become sloooooowwwwwwwwwwwwww. Ideally, smaller skirmishes are resolved through auto-battle, important small fights or medium size fights are finished quickly, and very important fights or large fights take a bit longer. Tricky target to hit.
Scored a critical hit on an Obsidian Golem
Kind of hard to pick the best upgrade for a city when you aren't allowed to check the stats of the city gaining the level!
Outposts are... a Problem. They're not really well thought out in their current form, I think they need a serious design pass, as they have a lot of weird issues right now.
Cities suck right now. Not constructive feedback, I realize, but there you go. A long, long time ago during the Elemental beta, it was pitched that Cities would be unique constructs, each specialized with different special bonuses unique to that city, with choices in their development that would allow you to tailor them to suit a particular role. I would very much like to see that, whatever the actual execution is. So, current issues: The entir
Personally, I'm disgusted that there are still issues in FE that were in WoM, reported on, acknowledged, and apparently, not fixed in a year and a half. Doesn't instill a lot of confidence in their ability or desire to fix problems. Still a ton of the exact same UI issues that were in WoM. The _exact_ same. Reading people reporting bugs and ui issues that were reported in WoM is really aggravating. That stuff really bothers me, and another factor killing my enj
[quote who="CdrRogdan" reply="1" id="3062487"]As an aside perhaps technology research should be tied to map size.[/quote] I think this is a good idea. I've finished several games and haven't even come close to the end of the tech tree - progression is too slow. I know you can turn up the speed on the options menu, but the default should probably let you reach the end of one of the three trees during an 'average' length game on any given map size. I don&
Get rid of it entirely, waste of time. Unless there's a gameplay element to placing city tiles (which I doubt I'd want to deal with, given the number of cities you potentially have to manage), it currently serves no useful purpose. There are also some stupid, exploitish behaviors with city spread right now, as units can travel through an entire lengthy city in one turn (but not if the city is full, and cities can engulf resources, which then use the cities build queue, instead
Teleportation is broken, period. It was broken in WoM, to the extent that I'm shocked this spell even made it in. The player uses it better than the AI, it completely overrides normal movement once you have a significant mana income, and it makes distances nearly irrelevant (ignoring abuses with outpost borders entirely) At most , I would say a high level research that allows an expensive pair of gates between two cities to be constructed, allowing one unit at a ti
There appears to be no option to destroy your own unwanted outposts There's also a bug where a defeated empires outposts stick around, still spreading their borders
This is a major balance problem - a high level city can take dozens or hundreds of turns to build up fully, and that can all be destroyed with the click of a button in _one_ turn. This makes guerilla raids on lightly defended cities far, far too effective. Razing needs to be changed to a lengthy, multi-turn affair, with the pop destruction dependant on the size and strength of the occupying army. Another option, because razing can be used to control empire size and Pre
On top of that, I'd recommend giving outposts some form of upkeep cost - placing them should require some thought, otherwise you can pump them out and drop them everywhere as fast as you can build them (which once you hit midgame, is often every single turn) edit: Another possibility would be that all-encompassing borders simply absorb outposts, preventing you from using them to steal resources deep in enemy territory. Near borders, they should stay firm, but not in the middle of
This actually applies all throughout the game - it does a really bad job of 'refreshing' the cursor any time another panel or screen comes up, sticking with whatever last 'form' it was in. Makes menu navigation really clunky. As an aside, but possibly related, mouse wheel scrolling and tooltips are buggy and unreliable, notably on the build menu once it is more than a visible screen in length - the mousewheel will occasionally do nothing, and mousing over items
There's an Admin 1/2/3 line, but I didn't see any others - I didn't level him up very far though.
Wrapping up a recent game, I had one pacified AI left in the corner, but she would not Ally with me - the option didn't even show up in the Treaties menu. Nor could I cancel the NAP, so I couldn't conquer her, forcing me to... ... try the Spell of Mastery to win. Which worked. ... the second time I cast it :D
The whole next unit behavior needs to be looked at too - example, you build an outpost wiht a settler, presumably because you wanted to claim a resource? Camera will immediately snap to the next ready unit on the other side of the map, instead of remaining on the outpost. Speaking of, where's our next/previous ready units command/buttons?
I started to write up a reply, but I realized it's a bit out of scope for this thread. Rather than polluting it, here you go: https://forums.elementalgame.com/415744
In another thread on the topic of Prestige (the mechanic that affects how quickly your cities grow), seanw asked me a question about building/conquering a bunch of cities or developing a few large ones. It's a big issue though, so rather than derailing that thread, here's a fresh one for discussion. For anyone who is not currently aware of the current growth mechanics in the game, here's how it works: City Development Your cities have a Gro
This is _way_ buggy It's causing all sorts of weirdness. After those two screens, when I selected yes, the game crashed. After that, reloading didn't pop up research, did pop up the quest, didn't enter the quest. Reloading again, it didn't pop up at all, and re-entering the quest site didn't re-trigger the event. Having all these events pile on top of each other, beyond being exceedingly jarring, is also apparently causing crashing and other
I think it's a far better idea to put in penalties for sloppy play than potential game enders, which just cause the player to reload. Injuries and timeouts on heroes can be considered acceptable losses, losing a hero you've nurtured for 5+ real life hours, not so much.
I built the Merchantcross Bizarre, Rushed it, then Demolished it - no longer able to rebuild it anywhere else I also had a Palace in the building queue on the same city, clicked it, selected 'No' to demolish, but it still removed it from the queue/world.
Specifically, trying to Fireball in the obvious spot, and I can't cast it [IMG]http://i.imgur.com/3oZaW.jpg[/IMG]
Pretty sure this could be modded in easily. Add a few hand to hand themed abilities, add some cestus/gloves reward items, add a Path of the Monk trait tree, maybe some themed quests for 'Path of the Monk', done.