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Feedback After Long Gap

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!
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regarding fleeing, from Caster of magic for Windows Manual:

-Fleeing is no longer entirely random, and instead depends on the movement speed difference between the involved armies.

If unit speed < Fastest Enemy speed -1 : Unit has a 100% chance to die.
If unit speed = Fastest Enemy speed -1 : Unit has a 50% chance to die.
If unit speed = Fastest Enemy speed : Unit has a 50% chance to die.
If unit speed > Fastest Enemy speed : Unit has a 1/(2+X) chance to die where X is the difference between the speed values.
In short, faster units survive more. This mechanic uses the overland base movement speed of the units, and doesn't include combat buffs that alter speed. However units unable to move (such as those affected by Web) will be guaranteed to die.

-Fleeing is 100% safe when certain conditions that guarantee the fleeing army can't be damaged are satisfied, for example when all of the fleeing army units can fly and the enemy army has no way to damage a flying unit. When this happens, the Flee button becomes green. For more details, right click the Flee button.
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Bugs
- Message has no \n: Nightshade removed a curse from your city of x
- Land Link description has problems
Currently ends with:
If the unit is [fantasitc], it also gains +2 [armor], melee and breath attacks.
Should end with:
If the unit is [fantastic], it also gains +2 [to defense], melee and breath attacks.
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(August 26th, 2022, 10:38)GMBarak Wrote: regarding fleeing, from Caster of magic for Windows Manual:

-Fleeing is no longer entirely random, and instead depends on the movement speed difference between the involved armies.

If unit speed < Fastest Enemy speed -1 : Unit has a 100% chance to die.
If unit speed = Fastest Enemy speed -1 : Unit has a 50% chance to die.
If unit speed = Fastest Enemy speed : Unit has a 50% chance to die.
If unit speed > Fastest Enemy speed : Unit has a 1/(2+X) chance to die where X is the difference between the speed values.
In short, faster units survive more. This mechanic uses the overland base movement speed of the units, and doesn't include combat buffs that alter speed. However units unable to move (such as those affected by Web) will be guaranteed to die.

-Fleeing is 100% safe when certain conditions that guarantee the fleeing army can't be damaged are satisfied, for example when all of the fleeing army units can fly and the enemy army has no way to damage a flying unit. When this happens, the Flee button becomes green. For more details, right click the Flee button.

Thanks for the explanation. It still feels the way it is now is mostly just "die if you flee," which is not realistic, in the real world, at least. Fleeing is constantly used in battles everywhere throughout the world, and nearly never results in all troops dying. When I say nearly never, I mean on the order of like 1/1000+ times would all fleeing troops be caught and killed.
This formula is heavily angled against fleeing. For example you can flee with 2 faster movement unit and still die. However you can't survive 2 slower. If you don't want to sit there counting everything's movement speed before fleeing, then the end effect is it just feels like a random death on flee, except significantly more likely than before.
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But if as you said "flee with 2 faster movement unit and still die" if it is important to you to keep them alive, you can just run away on the battle ground until turn 25, and then can get away scot-free. if they have shooters and you flee it makes sense that you might die. in which situations did you get this issue? for me this mechanic makes sense. maybe we can add calculation of number of units as well, for example: if you have a greater number of units than the enemy, a greater percentage of your units should be able to survive. but I don't think this attracts much attention as the current calculation seems reasonable or at least better then the original MoM one at least in my personal opinion. the flee button turning green was added to answer your issue of not needing to wait, I guess.
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Got it; I will ignore flee for now. It's not a big part of the experience for me, I suppose. On another note, this is something I think I brought up about a year ago or so. Does anyone else think this is a bit much?

By the way, most of the "blank" tiles are actually not blank - they have stealth units in them. I am the blue player. Dark Purple is neutral to me, with no pact or alliance or anything. I am at war with light purple and as you can imagine, navigation is extremely annoying, like the silly wait time for dark purple to move

[Image: image.png]

Here's the whole picture
https://i.ibb.co/Ycw9nKg/image.png
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Interesting smile I was in a similar situation in one of my earlier games. I bet this was on one of the hardest difficulties. this what happens when you have peace for too long wink one of the possible solutions I guess is to create "protected areas" with spearmen or some other cheap unit. just block areas with them?... is not elegant but will give you air until you have enough strength to banish purple and take all of his cities. interesting what other people have to say about it. what was the number of players and what was the map size? land size please?
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by the way, to prevent a situation where you have to retreat, you can calculate and estimate your odds before the battle using any of the these damage calculators:

https://masterofmagic.fandom.com/wiki/Ad...Calculator
https://gmbarak.github.io/COM-Damage-Calculator/
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I only play Normal or Fair. I have been playing MoM literally since it was new but I have only beaten CoM/CoM2 "Fair" once frown
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-Uranus' Blessing description uses 'power' and 'skill' rather than the abbreviated forms, which I believe are now the standard.
-In combat when showing movement cost on mouse cursor, limit it to the moves the unit has. For example if I have 2 movement, I can roll over a tile which does allow me to move there, but shows 3. Probably showing 2 here makes more sense.
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