[0.983] bugs /suggestions
from
Elemental Forums
Just a couple notes from a recent playthrough:
Bugs
- Gentle Rain does not update when you build an Oracle to increase essence.
- Tooltip for Town Hall says +0 ZOC but it seems to add one anyway.
- A Dark Wizard is NOT a weak monster. Despair = -30 HP per unit. That is insta-death for even some strong armies.
Suggestions
- There are lots of unrest buildings but few sources of unrest. I suggest having monsters in your ZoC increase unrest depending on the strength of the monsters. Unrest should also affect growth. Why would people flock to a city that stinks? Population or city level should also increase unrest due to crime, crowding, etc.
- Path of the Governor needs serious help. There are so many traits you could add to affect production, unit training time/stats/levels, defenders, etc. Also, if you are trying to build a governor, it is difficult due to the low chance of getting governor traits. Raise the chance for them above the combat oriented ones if their prereq is PotG.
- Adventurer's Guild experience gain is pointless. Anyone who builds it for the exp. is math-challenged. 1 exp/turn is not OP. 1/4 exp/turn is a pittance. What happened to going big? You can only build one.
- I would like to use more than 3 misc items. You usually have lots. Having stuff and not using it is not fun. The limit also makes buying misc items in the shop less likely. Classic RPG limits like 2 rings, 1 necklace, etc. might be better.
- Shop items still cost too much for early game use, and later game you usually have found better stuff. There is also very little selection. More stuff for cheaper please. Buying a sword should not bankrupt the country.
- If someone trespasses in your territory without a non-aggression pact, they should be fair game without causing instant war. It would certainly solve the annoying AI units that just keep coming back every turn.
- Adjacency bonuses/minuses in tactical combat would make it a bit more interesting. e.g. -dodge or -defense for each adjacent enemy, +attack for each adjacent friend. Also, +defense and/or accuracy - dodge for attacking without moving, -accuracy +dodge for moving first.
- Have Pioneers not be consumed when building outposts, but instead be immobilized for 10 turns. You can then either build outposts along the way to a city spot and remain contiguous, or rush a pioneer out ahead to claim the spot quickly. This should reduce the need for stacks of pioneers.
- Counterspell should be castable on any unit and act as an anti-magic spell that will have a chance of interrupting any spell, not just ones with casting times.