Fallen Enchantress Beta - 0.951 Video review with a focus on the tactical combat ui

I created another video focused primarily on the tactical combat in the latest beta.  This one clocks in at around 12 minutes as I try to get quickly to the point. It's more a less a 1st impression video as this is the first time I've seen the changes since the last beta. 

Here's the short version.  The ui of the tactical combat screen (honestly, my biggest concern from what I've played so far) is vastly improved over the previous beta.  One of my questions (that I really don't have a clue about) is can you escape from tactical combat?  If you can, I'd think a button of some sort would be useful or something on the map that clarifies how to escape.  If you cannot escape, then all is well.  Currently, I don't think escaping is intuitive at all (if its possible).  Anyway, kuddos and beers for SD :beer: :beer: :beer: .  Love what you did with the tactical ui.  Probably some room to tweak, but oh my goodness is it night and day better imo.  Great job!

 

Edit - A new video for Beta 0.952.

11,295 views 11 replies
Reply #1 Top

NT

Reply #2 Top

Don't you have to make it to a map edge to escape?

 

Reply #3 Top

Actually, you can't escape combat unless you have an escape scroll (which are fairly common).

Reply #4 Top


I've seen 2 escape scrolls in the 5 games I've thoughly sunk time into. Not as common as you'd first think...

 

Reply #5 Top

I always seem to have at least one. I sell them off to make a point to my soldiers.  :annoyed:

Reply #6 Top

Quoting Frogboy, reply 3
Actually, you can't escape combat unless you have an escape scroll (which are fairly common).
End of Frogboy's quote

Thanks for the FYI - It might (and it also might not), be worth mentioning that in the tutorial (if you did not already).  I apparently have selective hearing for what I encounter in the tutorial as it is, though :(

I think that's a cool mechanic, though.  I have a simple enhancement, albeit an annoying one.  How about a popup if you don't have a scroll indicating just that fact per battle (eg - "You cannot escape this combat as you do not possess an escape scroll - do you want to proceed")? Another side idea (also possibly terrible) - how about giving every sovereign a consul (didn't you guys do something like that with at least the tutorial in elemental)?  It could be just a NPC that can provide you with advise in various situations and you'd just have to reference it briefly in the bios of each sovereign.   Then the pop ups could be advice from your trusted consuls - and you could choose to dismiss them or disable them.  I think it would be a useful feature.  I wouldn't over think it though.  I can easily say that I would more critically consider battles if I was warned that way.  I also would eventually develop that line of thinking on my own after some experience with the game. 

 

Edit - also - even if my other ideas sound like crap, how about some sort of pop up once you are in tactical combat indicating that you can escape (or perhaps no escape)?  That would go a long way in decision making (and sounds logical as you "should" know if you have a scroll or do not). 

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Other thoughts - I'll probably create another video soon to try to be INCREDIBLY critical on the tactical UI.  I still think there are some good tweaks to be made that should be not all that difficult to implement... more or less I'm thinking of making a 1-2 min video where I tear apart any flaws I perceive with the ui there (eg I'll just start recording as soon as I hit the tactical UI).  I think it will all be very constructive and useful - expect that in the next 2-3 days if you are interested.

EDIT - what I'm mostly thinking of is what the players see BEFORE the combat begins.  I think there is some "weakness" there.  For instance, in my 1st battle in this video, if you just pause and look at all the info I'm provided with, it is STUPID for me to fight them.  They do much more damage and have more defense. Based on that, its not a good decision to fight them, but I easily win that engagement.  I think there needs to be something listed that either updates my strength or the enemies - or some other intel available.  Seriously, if that battle screen is accurate, the only reason I should be able to win is through BRILLIANT tactics. 

edit edit - oh - and I have another argument for putting the mana bar in the bottom left under the health bar.  Consider what matters for the engage.  The most important info is HP (imo).  After that, its knowing how much mana I have (for any spell casters, ofc).  Having that info close together makes more sense imo.  I know in a game like LoL that if my hp was in the bottom and my mana was in the top, I would not perform as well as I typically make snap judgments on what to do based on my hp/mana and the enemies hp/mana (same with demigod).  It's really not as big a deal in TBS, but it makes more logical sense to me to group them together.  Also, why is my gold even listed in the tactical battle ui?  Is there some mechanic where I bribe troops or get something from gold?  If no (and no planned usage), drop that. 

Reply #8 Top

I updated the OP with a new video using beta 0.952.  Give it a look if interested. 

Reply #9 Top

Listening to your ideas about listing whether or not you can escape from combat... i just realized that for new players it would help greatly if you started every game with one escape scroll just in case they mess up so they don't have to reload or something.

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Just re watched a few min of my latest vid.  At around 6:45 minutes in, take a look a the order of folks up to move next (left hand side of the screen).  As soon as I move my summoned creep, my hero (though he is shown to be a few turns out) is immediately up at bat.  Eg if that is not a bug, then it makes the ui pretty useless for this feature as it shows the order people can move next.  I'm hoping that is a bug that will be addressed.  If its not, then... well, ugh?

Reply #11 Top

Quoting UmbralAngel, reply 10
if you started every game with one escape scroll just in case they mess up so they don't have to reload or something.
End of UmbralAngel's quote

I think that might work, but there would have to be something in place so that those new players know how to escape (eg use scroll), that they can escape (eg do I have a scroll), and that they only have the initial 1.  I do think it would be a nice starting item.

 

Another thing that I didn't mention, but REALLY think should be sorted.  When you are at a screen indicating that you can accept or deny a quest and you are offered an item as a reward - please... please... tell me what the fug the item does.  You currently can't just mouse over it.  If the game is designed really well, I don't think you would accept all quests (though I don't think there is currently any penalty for accepting a quest and never doing it, so folks prob will accept all quests).  I'd like to know precisely what I'm getting out of it if I choose to accept a quest.  And I don't really know wtf a doom horn is going to do for me.  I really think its important to provide stat bonus info immediately before you accept a quest.  Plus, if the item is pretty decent, it makes it much more exciting and engaging to do a quest.