FE B.75 feedback

edit:  copied over into the beta forum from the general FE forum.


Let's start with the feedback on FE b.75. The game is MUCH more fun and sound than EWOMv1.4. Archery isn't cheesy, magic is in the right ballpark, my choice of sovereign and race have GalCiv2-like meaningful impact on the playstyle, growing cities isn't an exercise in house micromanagement hell, the sovereign/champion/city levelup bonuses are EXCELLENT. The tutorial is in the right ballpark. The sandbox game was (mostly) crashfree, for which I thanked God above on your behalf. The weapon damage styles, initiative system, archery/mounted/melee rock/paper/scissors put tactical combat in the right ballpark for interesting and fun.

I've spent about 8 hours on the game so far, taking notes as I went, and hopefully these specific constructive criticisms (some minor, some not) will be helpful to you:

Throwing knives are broken, I've already seen this reported in other threads so we'll move right along.

The hiergamenon is linked up incorrectly to the description files, e.g. "refined agriculture" does  NOT allow for trading crystal/metal/horses, that is actually the "rare resources" research item. There were too many examples of this in the hiergamenon to list separately. I ended up in the  heirgamenon because...

"Refined Arcana"  has no description of what it gives as a  benefit in the research flowchart.

Unit stack size limits are not clear, to me at least. A tooltip could clear this up, or perhaps it's bugged, hard to tell. More than 5 champions can't seem to get together. Perhaps there is a total unit stack size limit and a separate "champions" in a stack limit? While we are discussing this, PLEASE go steal the code from galciv2 for rearranging fleets on the same space. Because trying to shuffle 2 armies together is clunky at best, and cannot be done safely near any potential combatant. Alternatively, just don't allow more than the max single stacksize of units to occupy one square.

Many icons would blank out throughout the game. Some specific examples are the "rats" in the go kill the rats quest which was a black square in 2 different games, also the battle events icon would go blank, etc.

The post turn summary icons in general are vague and clunky, an unfortunate carryover from EWOM. Perhaps just make a single notification for "new cities are idle" in much the same manner as the "enemies in  your zone of control" icon which you click on to cycle through. Simple and clear should be the priority of those icons. Do you NEED a notification for troops that have been built, when they are going to come up on the idle units with moves during the turn anyway?

In premade map selection, FE_Template and War of Magic maps did not have a listed map size or number of players tag like all the other maps.

When starting as a fallen sovereign on the Clover premade map, my starting area would not allow me to settle (found a capital) ... anywhere. I restared on a random map to circumvent this issue.

[GRAPHICS GLITCH] Upon the death of a group of opponents in tactical combat from the fireball spell, the screen would go completely white for a second  before recovering. ATI 5970 card, updated drivers. An animation with blank frames at the end?

By summer of 190AC in my most recent game, my zone of  control border had become corrupted, showing my color outside the zonelines. Allowing me to click "build" on resources, which would then not be built. Once my zone of control lines encompassed these resources, they could be built normally. 

By spring of 211AC, I razed one of my cities to free up some food. The game crashed to desktop the next turn.

Cities are MUCH improved over EWOM, they really are, but they are still spaghetti strings. Is there some overriding game directive that says spaghetti string cities which are desperately trying to octopi tag all nearby resources for their own safety is a good thing? Why can't the cities have a 1,2,3, etc "radius" square hard wall for various city sizes, and  you build your stuff inside that hardwall where you find it aesthetically pleasing (or obviously enable an autoplace option for folks who dont care about that). This would give city placement some meaning (what resources can it eventually cover) but eliminate the silly string metropolis effect. It will also give players a good reason not to let enemies rampage across the countryside  between cities.

Icons in zoomed mode are an enormous improvement over EWOM, which was unplayable in nonclothmap mode.

While the grab and move map is fine, MANY people are used to strategic map edgescrolling in this day and age.

My imbued champions couldn't cast spells other than counterspell. They had "spell spheres" different from my own, I had hundreds of mana available. Obviously missing something there. Maybe need a tooltip clarification in the imbue spell to clarify what else is needed?

Wow there were alot of wandering monster respawns (on normal default settings). I'm sure that was intentional, but most of my army maintenance was directed to sweep crews to keep the encroachment down. On the plus side the monsters were interesting and varied. I  like the barbarian camp, er... monster lair  spawn site that you clear mechanic.  I  just thought that once I had cleared the areas, they would stay clear(er).

Magnar starts with a +50% spell damage unique buff that didn't seem to correctly stack (change damage) when combined with the Evocation +50% damage buff upon  levelup.

 

That's all for now, hopefully this feedback will be useful for you.

10,248 views 6 replies
Reply #1 Top

Seconding the over abundance of monsters, at least particularly in the beginning.

Reply #2 Top

Painful to read.. Anyway to respond to your confusions:

 

1.  About non-stacking champions: You initially have an army size limit of -5- and you grow that warfare technolgies. You can see the little 'Army size +1' icon under the techs that grant this benefit.

 

2. About monster lairs not clearing: You can only clear a monster lair with a champion or soveriegn unit. Failure to clear will cause repeated (and more powerful) respawns.

 

3. About champions being unable to cast spells: If your champions are unable to cast spells after you expended the 25 mana to imbue them and they are in possession of one or more spell spheres, those spheres either have no tactical spells or you have encountered a bug.

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Reply #3 Top



My only complaint so far is the party management interface. In order to equip anyone other than the party leader, you have to first go to the trade screen and trade the item to the party member you want to have it. You then have to back out, choose the target party member, and go to the equip screen. Too many mouse clicks!

It would make more sense to have a universal inventory that all party members can access, or at least give them all a "trade & equip" button like the leader has.

Reply #4 Top

@Harvey You can actually select each unit individualy in the army and choose to equip them from there. I agree that there should be a 'pooled' inventory of sorts though. Especially since if you kill enemies with an army of all non-champion units the items you find fall into the pit of oblivion.

Reply #5 Top

Harvey's post indicated that he was aware of the inventory system. But once you get an item it defaults to the leader and then you have to trade it to the desired hero. 

Lots of good feedback here. I noticed a few of those problems but never wrote them down. 

On a side note, you may need glasses. I hope that is not too personal of a comment since I don't know you, but there is a clear X over the circles of the the army interface. Five are open and four have the X at the start of the game. You also mentioned you couldn't play WoM except on the cloth map. I may be reading the intonation in your sentences wrong, but I am really worried about you sight. When was the last time you got your eyes checked by a physician?  8C --> B)

Reply #6 Top


@CdrRogdan, seanw3...  The X's on the army size are indeed visible to my eyes, however, I do not believe they are explained anywhere other than the inference from the technology +1 army size (which I did NOT see, so thank you for that).  The point of my feedback, which applies to this issue and many of the other points I made is that there is no NEED for it to be vague or implied. A tooltip would make this a nonissue. "Max army size 5, research blahblah to increase".

@CdrRogdan... I am aware that a champ/sov is required to clear a lair, having cleared several hundred of them over the last 8 hours of play, however, even with all lairs cleared, the wilderness visible (not in fog of war) and one square outside of borders, by the late game it  fills with spawns of low strength monsters at a  tremendous rate. A forest with 9 squares would be full of 9 stacks in 30 turns after a complete (with champion) clean sweep. Perhaps you have not played into the very late turns era of the game. Perhaps it is random.

@seanw3... For me, EWOM must be played on the cloth map because the difference between "some random ornamental map vegitation" and "an abandoned grove with loot" are negligible from an art resource standpoint while zoomed. The FE icons in zoomed mode address this obviously recognized by the developers shortfall from EWOM and are an excellent addition to the game. The best way in EWOM to have a clear overview of map status is clothmap, in my opinion. As with all opinions, you might disagree and that's ok.

This feedback is not intended to be overwhelmingly negative, but rather honest and helpful with suggested fixes included. I am enjoying the beta and, in my opinion, the items I mentioned could use love to make the game a better one.