Mtrixis

Mtrixis

Joined Member # 605627
148 Posts 294 Replies 1,136 Reputation

I can't see any way in the interface to do it. Once in awhile, an opposite-aligned faction will get pissed and cancel it, or it'll expire, and sometimes the AI will offer to pay you to attack other factions, but I don't see any means of breaking it manually. I'm fine with nasty diplomatic penalties for cancelling a NAP, but I don't see any way to do so at all.

0 Replies 1,099 Views

I finished an incredibly unexciting diplomatic victory game on Hard because I discovered after exploring the map that every empire was Kingdom! They were more than happy to form treaties with me and eventually, when I was ready to win the game, an Alliance Victory was simply a matter of clicking a few times on the diplo screen and offering a tiny good bribe. Unsatisfying ending, but the bigger problem there was the multiple Kingdom AI. Certainly, you can configure the

0 Replies 1,458 Views

If possible, I think the AI should use unit designs that have proven effective over time from an _online_ depository I say this because it would be exceedingly strange for the AI to be slightly crippled if a player did not bother to design units (or designed poor units, through no fault of their own, simple inexperience) Perhaps tie that to either a checkbox on game creation, or an AI difficulty setting for those who wish to avoid hyper-optimized builds.

11 Replies 40,337 Views

Open-ended abilities are just a bad idea. If there's no cap on the # of hits, there's always a chance that you enter a battle and you or a monster with Maul insta-kills a target. No ability should have that level of variance.

49 Replies 117,336 Views

Still comically easy on Hard difficulty, need to wait on AI changes. I'll post some more detailed feedback later, but in short: Heroes are still ludicrous, Cloud Walk is still broken, and I never moved a single regular combat unit out of a city (I think I built... three, all game, maybe?). City maintenence changes were a non-factor, I still wound up building basically every structure in every one of my cities, but that's related to the unit building (or lack t

10 Replies 8,238 Views

This isn't visible in the screenshot but my cursor is over the Overpower ability - with no tooltip [IMG]http://i.imgur.com/ZdLQk.jpg[/IMG] If I move the cursor over the abilities, the tooltip appears briefly, then vanishes An unrelated bug, but the crosshair is showing up as the crossed swords attack icon, as I had double clicked the slag to bring up the unit stats - this occurs on many other ui panels, the cursor never correctly resets to a 'default&#

0 Replies 1,343 Views

Yet another aspect to this bug - hitting a monster and killing it with Double Strike will kill it with health still visible on its health bar - ie, it's showing the health left over from the first hit, then killing it from the second but not updating the health bar. I hit a Forest Drake with double strike and it died with 40% life left :P

4 Replies 2,517 Views

This was occuring in .75, still happening in .76. Occasionally when I cast a spell with a casting time (Fireball, Titan's Breath, etc), the spell will start charging, but when that hero's turn comes around again, the spell doesn't trigger - I just get another normal turn. Haven't pinned down any specific cause, just seems to occur occasionally in any situation.

8 Replies 4,119 Views

Gambler's Strike doesn't seem to be doing any bonus damage at all. If anything, it's hitting for less than a normal swing from the hero I'm using it with. edit: Did some more experimenting, it's hitting for average damage, but it doesn't look like double... something that might help with this is if you had an option to 'expose' damage rolls so you could see what an ability is doing/adding to an attack.

0 Replies 1,443 Views

Strange, edge scrolling is in and on by default, are you running .76? If you have .75, download the update, it's in your account page/downloads, same place you got the beta.

4 Replies 3,380 Views

Maybe ridiculous has some other penalties now? I'm playing on Hard and haven't noticed the nerf much at all really - still doing the usual hero stack of doom without serious opposition.

35 Replies 10,883 Views

Kind of hard to describe - basically if you place an outpost in an area far from any of your cities/units, where you wouldn't normally have line of sight, and the zoc of the outpost encompasses multiple resources, building on one of those resources 'dims' your view of the other resources, and for a moment you can't select them. Clicking off the resource you just built and selecting the outpost or another unit seems to fix this quirk, but it causes repeated clicks on ot

0 Replies 1,452 Views
Reply to UI feedback in FE Beta

In fairness, the UI in FE is better than WoM... but I hated the UI in WoM, so it's sort of... better than awful. The tooltips are great, for sure, but there's still so many other random little niggling 'features' that drive me crazy. It really drives me crazy when I pull up something like AoM or HoMM and those issues aren't present. It's not like they didn't have templates to steal clean design from :( Oh well. No one likes

4 Replies 1,581 Views

This is what my screen looked like after gaining a level [IMG]http://i.imgur.com/4xso9.jpg[/IMG] I've also seen the notifications appearing to 'double up' if I mouse over them on the right side of the screen

0 Replies 1,225 Views
Reply to UI feedback in FE Beta

Heh. Trust me, you're not the only one driven insane by bad UI design. I made this post about a year and half ago about Elemental: https://forums.elementalgame.com/393693 The pictures are long dead, but you get the idea. I'm not going to waste my time doing that kind of writeup again on the UI in FE, many of the exact same issues are still present.

4 Replies 1,581 Views