1.02.00
Bugs:
I will mark my Bugs and serious usability problems with numbers B0, B1,…
AI Bugs with AI0, AI1,…
I will mark my suggestions with S0, S1, …
B0. AI casted Cracks Call. SCRIPT ERROR window came up. ?Variable doesn’t exist. Cracks.doc, Cracks.sav files
B1. Sound is not in synch with movie in the intro.
B2. Pink Text can’t be read on Cartographer. PinkText.doc
B3. Plane of Water cannot be clicked if Plane of Earth is selected. It works fine the other way.
B4. Number of rebels displayed in the capital is wrong. Rebels.sav file. Move all units into the Floating Island, then move the swordsmen back in the same turn. The number of rebels is often wrong. Change tax rate and back to max fixed the number of rebels. Also click the growth number in city to update rebels.
B5. Similar problem with outpost growing to hamlet and displaying housing growth even after I changed it to Builder’s Hall. I left the hamlet and came back to update the display. Also if changing from Builder’s Hall to Housing. Housing1.sav, Housing2.sav files
B6. x and z hotkeys do not work to cycle through cities. It works in the current Steam version.
B7. Warning message should come up in cities if you try to sell a building that is required for current production.
B8. Magic Spirit moving together with Dwarf Hero makes it use 2 movement points on overland map. But if it moves alone it uses only 1. Make Magic Spirit always use 1, so no need to separate them just to not waste movement point. MagicSpirit.sav
B9. Display Settler cost as 100. Not 100 (150).
B10. Nature Conjunction: “Nature nodes produce 2x power and all others halved. Living creatures are stronger”. But on overland map it did not display any buff for my nomad swordsmen. It displayed +2 Armor and +2 Resist for Floating Island, +2 Armor for Phantom Warrior and Phantom Beast. Those are not living creatures. NatureConjunction.sav
But during battle it stated: All non-Death fantastic creatures have +2 defense and resistance in battle.
B11. Housing paradox. Wrong Housing formula. Population 3 Klackon town. If I tax them higher they start to rebel and their growth increases due to higher output on housing project. Same paradox if I move unit in and out of city to deal with rebels. HousingParadox.sav
B12. AI casted Corruption on my Fortress. It dropped max pop by 2. I clicked growth on city and empty box came up for projected growth. Also did not result in pop loss. CorruptionGrowth.doc
AI bugs:
AI0. 1 figure Skeletons attacked my full HP Ghouls instead of the injured Ghouls.
AI1. Multiple slow units don’t corner my unit well. They should spread out. I can give better algorithms.
Suggestions:
S0. Anima Ammo text is unclear and too long.
S1. Land Link did not give breath attack to Cockatrices. Apparently it can only add +2 if it already has. Match text.
S2. When there are multiple units of the same type on the same tile, then sort them in decreasing experience. Now I need to click them one by one which one to move. SortExperience.sav. Check Ixtu
S3. Change color or text type “What do you want from me?” in diplo. It looked like it can be clicked. It is a bit distracting. It looks like an option.
S4. Unexpected that right click in diplo quits the negotiation since there is a Good Bye button too. I was expecting info to come up with right click.
S5. University should produce >6 research. It does not feel right to produce the same as Library.
S6. No animation video when I received a new spell from a Node. Make this optional in menu.
S7. Remove Button: Mirror. It clogs to UI and is duplicate. I can see myself in Wizards now.
S8. Make bow’s range penalty grow by 3%. Continue all the way from point blank: 0%, 3% (2 tiles), 6%, 9%, 12%, 15%, etc. More intuitive and more tactical to play.
S9. In the battle do not prompt same unit to start turn that moved last. Prompt same unit first that ended move first in the last turn. That is more likely to move first again next turn. Time saver for user.
S10. Display the visible area on the overlap map in a brighter color so the user can easily see which parts of the map is hidden.
S11. No Item Teleport cost. Add back the Item Teleport cost to lower abuse and micro. Also to increase the strategic depth. With the new high power and gold income, I recommend increasing its cost to 30 mana.
S12. Make Shore tiles light blue. So it is easy to see them on Overland map.
S13. The concept of food is meaningless nos. It is nice that it lowered the food micro, but no one eats food, but farmers which are automatically allocated and settlers. I recommend more units eating food.
S14. I just moved my unit next to another wizard’s unit. This was the first time we met. Diplo did not come up. It came up at the end of the turn. It would be better to allow diplo immediately. More intuitive and players would want to use it right away.
S15. In History change “History of Wizard’s Power” to “History of Wizard’s Strength”. There are 3 different instances of word “Power” in the graph, which is confusing.
S16. Display the grid in the unexplored black area too so it will be easier to count distance.
S17. Create Undead text should state: >50% damage was done by this
S18. Add back old Confusion text to explain its effects.
S19. Currently moving on normal tile then on road in battle is displayed as 1 if I hover over. The true number is 1.5. I think it is better to display the correct number.
S20. All 5 neutral city swordsmen had 0 Experience. They should earn experience every turn like other units.
S21. When a unit moves its last move and discovers a new unit, city, piece of map, then wait about 1 second there so I can see it. So I don’t need to go back every time manually to check.
S22. Scouting 2: Increases range a unit can see on overland map by the scouting level => Increases range a unit can see on overland map to the scouting level
S23. I started battle with casting spell with Bard. Spell book opened up on an empty page. Remove this possibility. BookEmptyPage.sav
Questions:
Monsters spotted near the Fortress message came up. But no monster is visible. Monsters.sav file. What is the rule? How far can they report?
Does Haste apply to counterattack?
Does Blur apply to Fire Bolt caused by the Wizard? Does the wizard have illusion immunity?
Bugs:
I will mark my Bugs and serious usability problems with numbers B0, B1,…
AI Bugs with AI0, AI1,…
I will mark my suggestions with S0, S1, …
B0. AI casted Cracks Call. SCRIPT ERROR window came up. ?Variable doesn’t exist. Cracks.doc, Cracks.sav files
B1. Sound is not in synch with movie in the intro.
B2. Pink Text can’t be read on Cartographer. PinkText.doc
B3. Plane of Water cannot be clicked if Plane of Earth is selected. It works fine the other way.
B4. Number of rebels displayed in the capital is wrong. Rebels.sav file. Move all units into the Floating Island, then move the swordsmen back in the same turn. The number of rebels is often wrong. Change tax rate and back to max fixed the number of rebels. Also click the growth number in city to update rebels.
B5. Similar problem with outpost growing to hamlet and displaying housing growth even after I changed it to Builder’s Hall. I left the hamlet and came back to update the display. Also if changing from Builder’s Hall to Housing. Housing1.sav, Housing2.sav files
B6. x and z hotkeys do not work to cycle through cities. It works in the current Steam version.
B7. Warning message should come up in cities if you try to sell a building that is required for current production.
B8. Magic Spirit moving together with Dwarf Hero makes it use 2 movement points on overland map. But if it moves alone it uses only 1. Make Magic Spirit always use 1, so no need to separate them just to not waste movement point. MagicSpirit.sav
B9. Display Settler cost as 100. Not 100 (150).
B10. Nature Conjunction: “Nature nodes produce 2x power and all others halved. Living creatures are stronger”. But on overland map it did not display any buff for my nomad swordsmen. It displayed +2 Armor and +2 Resist for Floating Island, +2 Armor for Phantom Warrior and Phantom Beast. Those are not living creatures. NatureConjunction.sav
But during battle it stated: All non-Death fantastic creatures have +2 defense and resistance in battle.
B11. Housing paradox. Wrong Housing formula. Population 3 Klackon town. If I tax them higher they start to rebel and their growth increases due to higher output on housing project. Same paradox if I move unit in and out of city to deal with rebels. HousingParadox.sav
B12. AI casted Corruption on my Fortress. It dropped max pop by 2. I clicked growth on city and empty box came up for projected growth. Also did not result in pop loss. CorruptionGrowth.doc
AI bugs:
AI0. 1 figure Skeletons attacked my full HP Ghouls instead of the injured Ghouls.
AI1. Multiple slow units don’t corner my unit well. They should spread out. I can give better algorithms.
Suggestions:
S0. Anima Ammo text is unclear and too long.
S1. Land Link did not give breath attack to Cockatrices. Apparently it can only add +2 if it already has. Match text.
S2. When there are multiple units of the same type on the same tile, then sort them in decreasing experience. Now I need to click them one by one which one to move. SortExperience.sav. Check Ixtu
S3. Change color or text type “What do you want from me?” in diplo. It looked like it can be clicked. It is a bit distracting. It looks like an option.
S4. Unexpected that right click in diplo quits the negotiation since there is a Good Bye button too. I was expecting info to come up with right click.
S5. University should produce >6 research. It does not feel right to produce the same as Library.
S6. No animation video when I received a new spell from a Node. Make this optional in menu.
S7. Remove Button: Mirror. It clogs to UI and is duplicate. I can see myself in Wizards now.
S8. Make bow’s range penalty grow by 3%. Continue all the way from point blank: 0%, 3% (2 tiles), 6%, 9%, 12%, 15%, etc. More intuitive and more tactical to play.
S9. In the battle do not prompt same unit to start turn that moved last. Prompt same unit first that ended move first in the last turn. That is more likely to move first again next turn. Time saver for user.
S10. Display the visible area on the overlap map in a brighter color so the user can easily see which parts of the map is hidden.
S11. No Item Teleport cost. Add back the Item Teleport cost to lower abuse and micro. Also to increase the strategic depth. With the new high power and gold income, I recommend increasing its cost to 30 mana.
S12. Make Shore tiles light blue. So it is easy to see them on Overland map.
S13. The concept of food is meaningless nos. It is nice that it lowered the food micro, but no one eats food, but farmers which are automatically allocated and settlers. I recommend more units eating food.
S14. I just moved my unit next to another wizard’s unit. This was the first time we met. Diplo did not come up. It came up at the end of the turn. It would be better to allow diplo immediately. More intuitive and players would want to use it right away.
S15. In History change “History of Wizard’s Power” to “History of Wizard’s Strength”. There are 3 different instances of word “Power” in the graph, which is confusing.
S16. Display the grid in the unexplored black area too so it will be easier to count distance.
S17. Create Undead text should state: >50% damage was done by this
S18. Add back old Confusion text to explain its effects.
S19. Currently moving on normal tile then on road in battle is displayed as 1 if I hover over. The true number is 1.5. I think it is better to display the correct number.
S20. All 5 neutral city swordsmen had 0 Experience. They should earn experience every turn like other units.
S21. When a unit moves its last move and discovers a new unit, city, piece of map, then wait about 1 second there so I can see it. So I don’t need to go back every time manually to check.
S22. Scouting 2: Increases range a unit can see on overland map by the scouting level => Increases range a unit can see on overland map to the scouting level
S23. I started battle with casting spell with Bard. Spell book opened up on an empty page. Remove this possibility. BookEmptyPage.sav
Questions:
Monsters spotted near the Fortress message came up. But no monster is visible. Monsters.sav file. What is the rule? How far can they report?
Does Haste apply to counterattack?
Does Blur apply to Fire Bolt caused by the Wizard? Does the wizard have illusion immunity?