Game enhancements

AWESOME game. A new MoM was born.

I'd like to help to make it flawless:

MAJOR
- the game crashes if there is a finished building in a town which does not exist (demolished by a monster here) and you click on the icon of the finished item to the right. There is no town to jump to, and the game crashes. I guess it is the same if the city is razed by the player.
Also, new town cannot be built at this place. (I do not know if it is intended or not.)

IMPORTANT
- there is no decimal representation of the movement points. You have to count all steps on a road to know how far you can get (not to stop by a monster accidentaly). It is more than necessary.
- the influence zone border is not updated immediately!!!


MISCELLANEOUS
- attacking on the tactical map does not use the best path (steps to the side of the target grid, not to the corner) Would be nice to see the path at least.
- there are usually tiles next to a river which ends movement (I guess it is not intended)
- city upgrade list vanishes zooming out and back in
- darkling casts multiple shrinks which we cannot do (it is good either way: we can shrink further for fun, or he should aim others if the effects do not stack)
- some items cannot be used after movement on the tactical map, the next unit is activated immediately

 

Ama I posting the right place:)?

 

Thanks for the game,

HaaS

22,249 views 18 replies
Reply #1 Top

Ohh, missed one.

 

IMPORTANT

The "rush" should not use a linear function. It would be much better if it would cost much more if you rush something from the scratch. (Like in MoM:) )

Reply #2 Top

Ama I posting the right place:)?
End of quote

Depends on what you want to acheive :)

You will learn that bugs are better suited in they're separate posts on the FE Support part of the forum, following the "How to report a bug" cleverly hidden in the same forum ;)

FE Support: https://forums.elementalgame.com/forum/1007
How to report an issue: https://forums.elementalgame.com/415301

- there is no decimal representation of the movement points. You have to count all steps on a road to know how far you can get (not to stop by a monster accidentaly). It is more than necessary.
End of quote

This is a really good point!

- attacking on the tactical map does not use the best path (steps to the side of the target grid, not to the corner) Would be nice to see the path at least.
End of quote

Seeing the path is another good point, kind of bothered me I could not, but never thought too much about this... (This thinking stuff, I will never get used to it).

Sincerely
~ Kongdej

Reply #3 Top

Quoting Kongdej, reply 2

Depends on what you want to acheive
End of Kongdej's quote

 

Well, hello there:)!

 

I just want to make sure that someone reads these lines who can make steps to implement the ideas... if found worthy.

I thought it is so, as I saw lot of suggestions here.

You know... I have to play, so I thought it was enough to post here... I can't waste too much time:)! 70 hours and still going;)!

 

Thank you for your kind reply,

HaaS

Reply #4 Top

MAJOR
- should not be able to dodge while bashed
- Obsidian golem web resist chance 100%, but still can be webbed (corpse spider skill)
- seems the first attack against a champ in tactical combat "remembers" the previously equipped weapon as I could counter with Stone mace for the first time
- if a forest camp/tresure is picked, the spot should look like a forest, not a plain!

IMPORTANT
- using collar should not heal all members of the group
- need a spell to transfer items between sov/champions (link only to caster)
- need info on spell description who and when can cast it! (e.g. Life III)

Reply #5 Top

MAJOR

- should not get critical hits if action is resisted

Reply #6 Top

- there is no decimal representation of the movement points. You have to count all steps on a road to know how far you can get (not to stop by a monster accidentaly). It is more than necessary.
End of quote

My opinion is that the game should just draw the path it has calculated for the units travel. Then chuck some integers on it to represent the number of turns it would take to get there. Or have the path it can take with the movement points it has left show up as blue, then the ones it cant show up as red. Clicking again in the same target spot will make the unit execute its move.

This would save roughly a quarter of my pioneers from death by bear. :(

MISCELLANEOUS

+Anti-bear Chemical Warfare Research.

Reply #7 Top

Haha:D!

 

Yes, path would be great for strategic and tactical too, I agree. Using the path calculation is always tricky... I like the color solution for strategic too. As for a quick fix, a decimal would do, as we have no idea how far we can get on a road atm... only good old counting.

I agree tho, we need those color paths.

 

Thanks for the comment, great:)!

Reply #8 Top

MAJOR

- drag&dropping the items in the build cue of the town should update immediately (there is a random error not making the first item in the row after drag&drop)

MINOR

- Gilden starts with weak scouts, but the trait is not available in unit design

Reply #9 Top

MAJOR

- Propaganda simply does not work, no matter the tax rate

Reply #10 Top

Quoting HaaS76, reply 9
MAJOR

- drag&dropping the items in the build cue of the town should update immediately (there is a random error not making the first item in the row after drag&drop)
End of HaaS76's quote

This is a bug, in addition, holding shift when trying to select multiple units in this part if the interface makes the mouse all flickery for me. The inaccuracy when positioning the items is annoying but I work around it by dragging from the beginning to the end, and not trying to bring things forward.

Quoting HaaS76, reply 9
MINOR

- Gilden starts with weak scouts, but the trait is not available in unit design
End of HaaS76's quote

Also a bug I believe. Weak magically vanished in 1.01.

Reply #11 Top

MAJOR

- building cue still in towns has the unfortunate effect of swapping things, even if the right one has been started already

 

MINOR

- should leave the sovereign in the capital after founding it

- damage calculation for True Strike is not accurate (it shows usually +1 HP dmg)

 

Thx Schweiz:)!

Reply #12 Top

MAJOR

- Tremor does not work (no 3 round stoppin and they dodge nicely)

 

MINOR

- one should not counter when stunned

- stun should interrupt spellcasting as well

(Stun is my fav skill, I know it is strong as it is, but these things are very-very queer.)

Reply #13 Top

MAJOR AND TIRESOME

- how can the enemy hero take a quest from an adjacent tile if my scout is standing ON the quest location ?! ARGH!

 

MINOR

- if you step to a free treasure tile you do not get the treasure if you enter a new wildland for the first time (movie scene)

- attacking caravans instead of the town itself

 

 

Reply #14 Top

MAJOR PRIORITY VERY IMPORTANT MAJOR AHH!!!

- we need a possibility to step on the same tile without grouping the units (shift, ctrl, alt)

 

MAJOR

- possibility to create items (like in MoM)

Could be a spell researched... creating a fire hammer plan would need mana and Fire Altar.

100 mana for the plan, and maximum bonus is limited: +1 is possible with 1 Fire Altar, +2 with two and so on. These items could be bought and made available for unit design and for heroes in the shop for the right price.

Reply #16 Top

MAJOR

- world achievement Merchantcross Bazaar keeps disappearing from build list if the Great Mill is finished first

(makes me very, very... very upset tbh X( >:( )

Reply #17 Top

Quoting HaaS76, reply 17
MAJOR

- world achievement Merchantcross Bazaar keeps disappearing from build list if the Great Mill is finished first

(makes me very, very... very upset tbh )
End of HaaS76's quote

It disappears whenever any OTHER nation puts it in one of they're build queues.

Sincerely
~ Kongdej