Some changes I would really love to see in this game and a question or three!

Everybody else is doing it, figured I would like to throw my two pennies out there. Really keen on seeing the game improve! Apologies if I suggest things already being fixed or suggested by others!

  • More options at map creation - Such ass land mass shape, amount of water on map, number of islands/continents, number of minor factions and sliders for amount of goodie huts/forests/hills/mountains
  • Changes to Charisma Stat - It reduces only cost of hiring heroes, which makes it a pretty subpar stat compared to the others. The Bard profession already lowers cost of hiring heroes, and is pretty lackluster for a profession. Would like to see the Bard profession redone, and charisma stat continue to affect hero hiring prices, but also affect prices of goods in shops and have some positive diplomatic effects.
  • Spell book selection - Needs to be more spells attached to each type of book. Choosing all books should weaken your selection of magic spells overall. Specializing in a book or two should confer immediate bonus starting spells of that book type, additional damage/duration/effect from spells cast from your chosen books, access to higher level magics only available by choosing said books. Cost should be high enough to make it impossible to choose more than 3 books.
  • Starting equipment - The equipment you can choose at character creation is too expensive for the benefits given. There should be a seperate pool of points available to purchase starting equipment, and said equipment should be different with some options for spell casters, melee, and ranged. None of this equipment should create an overpowered sovereign at the beginning, it should be well balanced.
  • Item cost/Availibity - I am more in favor of creating your own items, the more expensive and powerful the effects, the more materials/gildar/turns to create they take. Many of the items currently in game have little use as they are outgrown before they can even be utilized properly. There needs to be a healthy balance between item power and cost. Don't want units so overpowered they annihilate everything in their path!
  • Items stacking - Fix it already! Broken!
  • A character paperdoll - Such a messy collection of items, a character paperdoll with slots for equipment would be a lot nicer to look at and clean it up well!
  • Cooperative attacks/Flank/Surrounding - Some options of when more than 1 of your units surround an enemy to do a coop attack, or give flank/rear attack bonuses.
  • Professions redone - They are lackluster. They need an overhaul. There isn't really anything supporting sovereign casters well. Perhaps I will include some suggestions later!
  • Spell research interface - It is ok, but still not very pretty. Feels a little messy. A lot of places to look for inspiration on this one, I won't name any games! Needs better font, color, size, descriptions! More information on how much 'tech' it takes to research and being very easy to see instead of just a bar with X amount of turns until done would be nice.
  • Quest huts - More information on which ones I have already 'used' so I am not wasting time stepping on ones that give me nothing.
  • Unit Bonuses - Would love to see ranged > mounted > melee > ranged, etc strength and weaknesses.
  • Unit healing - Units should be able to be stationary and give up their turns to enhance healing rates. Perhaps a little 'camp' option where your units throw up little tent graphics would be nice. Units should heal 1 hp a turn anywhere outside cities. Inside cities should have several building options where units go to get wounds treated/rest for vastly enhanced healing.
  • Movement - NEEDS A CAP! Decide how fast the max movement should be for land based units, cap it! Make mounted units move a little quicker. Sovereign and heroes should have the highest movement allowed, but only with items and the best movement should come from the rarest items. I think anything in excess of being able to move more than 5 tiles overland without spell support or powerful artifacts (not counting movement on roads) for sovereign/heroes is too much!
  • Artifacts - Be nice to see some really powerful items, make them difficult to find/acquire. Items like weapons with chance for additional attacks, armor 'piercing' attacks, stuns, diseases, additional magic damages, or armors with reductions to physical/elemental damages, or chances to dodge attacks/spells, rings and amulets with limited charges of spells that replenish over time. That sort of stuff!

 

 Those are just some of the things I think about when I play.

Here is a few things I ponder about that do not seem quite right. Explain them to me if you know something I do not!

  1. When I start the game, Janusk (and other heroes) can immediately purchase boots of traveling 1 movement for 10g from my starting city, my sovereign cannot. Why is such a powerful effect available from the start and so cheap? 10 gold???
  2. Salted pork gives a unit back 5 hp and the next healing item (forget name) also gives back 5 hp but costs more gold?
  3. Why do the premade Sovereigns have weapons like staves they come with that are NOT ones you can purchase at creation , but we have no options for our own created Sovereigns to use those items?

Well that is a start!

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"Salted pork gives a unit back 5 hp and the next healing item (forget name) also gives back 5 hp but costs more gold?"

I believe t he salted pork is to heal your units and the potion is to heal your heroes.

"Why do the premade Sovereigns have weapons like staves they come with that are NOT ones you can purchase at creation , but we have no options for our own created Sovereigns to use those items?"

I assume its because one you create will be more powerful often games give pre-generated heroes slight advantage because they aren't "power-gamed" to max certain things like a player might do.

When I start the game, Janusk (and other heroes) can immediately purchase boots of traveling 1 movement for 10g from my starting city, my sovereign cannot. Why is such a powerful effect available from the start and so cheap? 10 gold???

I've never noticed this since I sit all champs I recruit in towns and leave them there, but while were on the topic why can i wear 25+ amulets of +1 movement = WTF?