v 1.04.05
Comments
- Spells seem much more balanced than before. Love them. Love the feel of the game - it's made a lot of progress!
- Various quality of life enhancements are so, so nice. X cursor over unit already affected by spell, the grid - awesome. The warning about all cities already have that spell, the new auto modes, so much more - you really impressed me!
- Where do I find the current manual? The one I have seems to be missing things, for example "Insulation" or "Monument"
Bugs
- When game suggests your next unit move (unit flashing), but you select different units which are on open tower and try to make them move on other plane, you get error saying they can't.
- After casting wall of fire in battle, my melee units wander out of it to intercept advancing melee unit
- On windows, two monitors. Playing on left monitor. Right monitor every 10 seconds or so, constantly forever pops up white boxes on top and bottom of it while game is open.
- After setting # of enemies to random and playing, it will be set to a number the next time you are on that screen. In other words if you set all the settings to Random when making a new game, then lose that game, and make a new one, everything will still be on random, except # of enemies.
- Casting target widget thing on the right side shows even when casting a global enchantment, or summon. The thing that says "Select a target"
Suggestions/thoughts
- Exit Game on main menu. Weird to need to alt-f4 in full screen mode, or exit full screen mode
- Click anywhere to close Wizards screen
- Flee is basically removed, as it virtually always means "lose all units immediately." Probably because of this line of thought/coding, the AI doesn't use it anymore, which was a cool mechanic. I suggest a revisit to this flee mechanic, because you might as well rename it to "commit suicide" as it is now. In real non-game history, fleeing virtually never means all units die. Anyway, just think it's too aggressive still.
- Still find it extremely stupid that some bears wandering in the woods will magically know when I have added more troops to my defenses, and then completely change their rampage direction, to target another city entirely.
- I can't remember what the logic was for adding a spell to the building tech tree, but it seems a strange avoidance of proper balance to me. Maybe easier said than done, but Tree of Knowledge is quite a weird one-off and hopefully will some day be removed.
- Auto on my units, would be nice to have them do similar movements to how computer AI does - move and shoot for example. Currently feels like a feature that punishes me for using it
- Auto on my units, would be nice to have some kind of "just stand there" mode. Often I want enemy fliers to expend their shots and come die on me in melee. Currently auto is extremely slow as I have to watch all my units wander aimlessly. So I still just mash "done" over and over. Maybe can be called "stand firm" or "hold ground" or something.
- Roads have been nerfed so hard that they seem to serve no purpose at all other than gold. Units just ignore them when pathing, for the most part, except in combat, where they work. Probably they should do something overland. And whatever that is, it could be different between realms maybe
- After research, there used to be a page flipping animation for the spell book. I realize 90% of the time I just click to skip it, but I still miss it.
- The enemy colors are very hard to keep track of. Just played a game against pink, purple and dark purple. I accidentally invaded the wrong wizard's city, and this wasn't the first time this has happened. Not sure what the fix might be but the colors are too similar because of the gradients built into the flags, etc.
- When you choose to be red, the minimap is quite confusing as volcanoes look like your cities. Not entirely sure if it's just red that has this kind of issue, but definitely at least red.
- I was confused at first by clicking "Next Turn" and seeing it turn to "Unknown" while I waited. Probably if there are no other known wizards it can not show that, or ... don't know. I actually thought it was a bug at first, like an unknown string.
- On potions, some kind of quick description of what the hero attribute does would be nice. I have to search it each time.
- Confirmation on potion use would be nice if practical to do
- Have gotten a message about city of atlantis showing up, but no indication where it might be, or if it's supposed to be something or do something(?)
- Maybe can disable more of the inappropriate spells in battle spell book. For example "Wall of Darkness" when I am attacking someone else
- In combat info list, Turn should be last or first, not in between the skill, mana and range (since those 3 are linked)
- In combat "possession" can be chosen, though all units rolled over are X (in my test case was a hero and some sprites). I believe this is because it is only searching for "normal" and is including hero, but it actually can't cast on hero.
All in all I am so honored to experience the massive gains you've given to my favorite game. It is significantly better than it was even a year or so ago. Great job!
Comments
- Spells seem much more balanced than before. Love them. Love the feel of the game - it's made a lot of progress!
- Various quality of life enhancements are so, so nice. X cursor over unit already affected by spell, the grid - awesome. The warning about all cities already have that spell, the new auto modes, so much more - you really impressed me!
- Where do I find the current manual? The one I have seems to be missing things, for example "Insulation" or "Monument"
Bugs
- When game suggests your next unit move (unit flashing), but you select different units which are on open tower and try to make them move on other plane, you get error saying they can't.
- After casting wall of fire in battle, my melee units wander out of it to intercept advancing melee unit
- On windows, two monitors. Playing on left monitor. Right monitor every 10 seconds or so, constantly forever pops up white boxes on top and bottom of it while game is open.
- After setting # of enemies to random and playing, it will be set to a number the next time you are on that screen. In other words if you set all the settings to Random when making a new game, then lose that game, and make a new one, everything will still be on random, except # of enemies.
- Casting target widget thing on the right side shows even when casting a global enchantment, or summon. The thing that says "Select a target"
Suggestions/thoughts
- Exit Game on main menu. Weird to need to alt-f4 in full screen mode, or exit full screen mode
- Click anywhere to close Wizards screen
- Flee is basically removed, as it virtually always means "lose all units immediately." Probably because of this line of thought/coding, the AI doesn't use it anymore, which was a cool mechanic. I suggest a revisit to this flee mechanic, because you might as well rename it to "commit suicide" as it is now. In real non-game history, fleeing virtually never means all units die. Anyway, just think it's too aggressive still.
- Still find it extremely stupid that some bears wandering in the woods will magically know when I have added more troops to my defenses, and then completely change their rampage direction, to target another city entirely.
- I can't remember what the logic was for adding a spell to the building tech tree, but it seems a strange avoidance of proper balance to me. Maybe easier said than done, but Tree of Knowledge is quite a weird one-off and hopefully will some day be removed.
- Auto on my units, would be nice to have them do similar movements to how computer AI does - move and shoot for example. Currently feels like a feature that punishes me for using it
- Auto on my units, would be nice to have some kind of "just stand there" mode. Often I want enemy fliers to expend their shots and come die on me in melee. Currently auto is extremely slow as I have to watch all my units wander aimlessly. So I still just mash "done" over and over. Maybe can be called "stand firm" or "hold ground" or something.
- Roads have been nerfed so hard that they seem to serve no purpose at all other than gold. Units just ignore them when pathing, for the most part, except in combat, where they work. Probably they should do something overland. And whatever that is, it could be different between realms maybe
- After research, there used to be a page flipping animation for the spell book. I realize 90% of the time I just click to skip it, but I still miss it.
- The enemy colors are very hard to keep track of. Just played a game against pink, purple and dark purple. I accidentally invaded the wrong wizard's city, and this wasn't the first time this has happened. Not sure what the fix might be but the colors are too similar because of the gradients built into the flags, etc.
- When you choose to be red, the minimap is quite confusing as volcanoes look like your cities. Not entirely sure if it's just red that has this kind of issue, but definitely at least red.
- I was confused at first by clicking "Next Turn" and seeing it turn to "Unknown" while I waited. Probably if there are no other known wizards it can not show that, or ... don't know. I actually thought it was a bug at first, like an unknown string.
- On potions, some kind of quick description of what the hero attribute does would be nice. I have to search it each time.
- Confirmation on potion use would be nice if practical to do
- Have gotten a message about city of atlantis showing up, but no indication where it might be, or if it's supposed to be something or do something(?)
- Maybe can disable more of the inappropriate spells in battle spell book. For example "Wall of Darkness" when I am attacking someone else
- In combat info list, Turn should be last or first, not in between the skill, mana and range (since those 3 are linked)
- In combat "possession" can be chosen, though all units rolled over are X (in my test case was a hero and some sprites). I believe this is because it is only searching for "normal" and is including hero, but it actually can't cast on hero.
All in all I am so honored to experience the massive gains you've given to my favorite game. It is significantly better than it was even a year or so ago. Great job!