[Bugs] Tremor, Berzerk [Sugs]Diplomacy, Escape Skill, Delaying Heroes, Defense

Bugs (0.75)

Tremor immobilizes on the strategic map but the removal of the enemy's dodge doesn't seem to happen.

Berzerk units are still casting spells. In this situation it was Szuzu the Smith (sp?).

 

Suggestions

Diplomatically, I feel like the AI should ignore (in the sense of not diminishing the relationship and thus encouraging war) very weak factions, especially when they are a fellow Kingdom or Empire. At present, if you're weak, everyone gangs up on you, including factions on your own "side." This suggestion allows for other player-made factions and playstyles, thus increasing replayability. In my most recent game (Hard and Expert) I tried to maintain 1 city with a plethora of assassin-style characters. My plan was to be partisan or guerilla like and strike when the opportunity presented itself while maintaining my single city. However, this just wasn't possible. Even "friendlies" quickly came to despise me and declared war.

As mentioned by others, all units on the tactical map should start the battle as Defending.

Lastly, it seems rare that a player would turn down the opportunity to snatch a hero when the fame accumulated, but having the option to decline, or better yet delay, the acquisition of a hero would be nice.

A high level skill in perhaps the Assassin tree that gives access to the Escape Scroll.

 

BigDunc

6,220 views 2 replies
Reply #1 Top

Bugs (0.75)

The Command skill is bugged. It seems to trigger during the second usage of Command and gives the casting hero unlimited actions, which debugs once an enemy unit is killed.

The AI is giving peace offers when we're not at war. This seems new to 0.75. Note: I'm playing with all custom factions.

Plague quest. The opening quest options allow a commune to be opened for 50 gildar, but 100 gildar is being taken from the treasury.

 

Sugs

It would be neat if Annie the dog could fetch items from notable locations like a hero.

Reply #2 Top

Bugs (0.75)

Terrain squares near rivers are bugged. Some river squares function as plains squares or impassable squares. Also, some nearby plains spares function as river squares.

Garrisons and multiple battles in one turn. When multiple city battles occur in a single turn my garrison shows up for the first battle, but only stationed units shows up for the second. This only happens when I am being attacked and not when I am attacking the AI.

 

Sugs

Would it be possible for the cost of unit maintanence to be reduced while units are stationed in a city?

Regarding Heroes, there's been discussion about the frailty and usefulness of heroes in combat. For the most part I like how heroes function in game. In my opinion, heroes should play the tactical role of force multipliers (who join the fray to sway the battle in your favor) and not necessarily impossible to kill frontline death dealers (unless, of course, they're of a high enough level with great gear). However, right now heroes could do a better job at the force multiplier role. What if each class of hero had a low level buff akin to the Guard skill?? Assassins could buff with dodge, Commanders could buff with initiative, Mages could buff magic resistance, and Warriors could buff attack.

In addition, it would be better if buffs like Guard lost their effect when the buffing unit's (the hero) turn queued up again, and not when the buffed unit takes its turn.