Yeah, forums make it really hard to see the broader picture sometimes, but honestly, the Range thing only came up as a 'small annoyance' in less than 10% of our feedback reports. I certainly understand why people want it (I've had battles where I want a better cover system) but when you have quick battles as a design goal, a ranged systems that encourages min/max-ing your positions actually works against that goal. Anyways, back to pacing - our true dragon t
ScottTykoski
Nothing wrong with save-scumming...I do it on the stream all the time :) Yeah, send that save file my way...we've seen that before, but it seems totally random. Hopefully we can get a 100% repro case. And send me a save where those rivals aren't expanding. I've seen them work, but also have seen them act really stupid with their pioneers. I'd like to investigate more.
There's actually a 1 tile ZOC around each enemy unit that you can't simply run through (otherwise fast units would have way too high of an advantage). It's the reason you run around the enemy in weird ways sometimes, but we do a really poor job of explaining the system exists :( But 'Visible tactical ZOC' is on our list.
#1 - Pre-dying happens randomly once and a while. We've looked into it, but it's really hard to repro :( Let us know if you ever find a situation that ALWAYS results in this. #2 - I think we fixed this one yesterday. We'll let you know when 5.4 is in Opt-In so you can get the newest version and play without weird clicking hangs. :)
We're good, but DAMN did some crazy storms rip through the area last night :O
[quote]this is by far and away the most frequent issue players have with Sorcerer King. [/quote] I think you're just hearing a vocal minority, honestly. The biggest issue is pacing, though we have discussed how to deal with some of the Ranged complaints. The system won't get a massive overhaul for 1.0, but we'll certainly put some time into it (after pacing gets some much needed lovin').
Dunno - its super random ATM :( I played a game with lots of SK, others have played with limited SK. Gotta see whats up.
Seeing this internally as well. :( We're on it! ;)
1. That's actually supposed to be +1 now...text has been tweaked to match effect internally. 2. The screen says "Will be used Immediately". What if we changed 'OK' to 'Use'? I agree that it's a bit confusing, but it's better than the former 3 step process to use it.
[quote] I though Logistics spells were going the way of the dodo?[/quote] Just getting nerfed. they'll still be an option, but spells won't be a major way to get Logistics. [quote] Having played about 5 hours of the new patch, I can say that I haven't seen them expand much, if at all.[/quote] So bizarre...my game saw the Yeti's with 3 cities and Swamp Giants with 2 (Small Map, Normal Minor Difficulty). &nb
The Ranger's 'Falconeer' ability is getting revisited, don't worry :)
So weird...several of us have been playtesting and I don't think the minors only declared war on one of us. How many turns in were you before they started flipping? Also, did you get the 'Minor Races like you more than the SK' random event? That was giving -1 SK favor, which was rolled into a ULONG at some point and made all the factions declare war....this was fixed internally today.
Fixed internally.
- Hiding this post: Will be collecting GC3 player feedback privately -
All you have to do is wait for QA to look it over :) We're going to try to get 5.3 out ASAP.
Fixed internally - that interaction had some bad trigger data in it :(
Will investigate and get back with you guys.
This is fixed internally, BTW :)
[quote who="Ookami" reply="6" id="3562055"] It should be.... it decimates the crafting ability, let alone the enchanting. [/quote] I agree that it's something to properly balance, but you get so much stuff from enemy drops / enemy locations / quests / etc. that it's certainly not game-breaking. Just makes scouts less useful :)
Thanks Werewolf!! Encouraging to hear that we're in the right direction :) Can't wait to polish up these numbers, get Minor Races expanding proper, and get a solid RC into everyones hands!
Yeah, rolling back a few builds it looks like this bug has existed for a while: the player gets tons of goodie huts around their starting location, and things get VERY sparse outside their territory. We'll prioritize it, but it's not a showstopper for 5.2 [quote]Not only that, but I got event notice about people not liking the Sorcerer King as much and -1 to all Sorcerer King factions and then all of the factions declared war on me. HUH? They do
Ok, just going to focus on the Treasure Chest issue for a second... What I'm seeing is around 4-6 chests around your starting city, but once you start exploring chests become EXTREMELY rare (unhiding the map shows only 2-4 other goodie huts in the world). Is this what you're experiencing as well?
I can understand cynicism from an outside perspective ("How can you move onto Y when A, B & C still need attention!"), but it's all completely doable. Like Brad said, the minors are in and expanding as we speak, and we have a plan of attack for the balance complaints, and with several replayability additions in the pipeline we're actually feeling pretty good about things. ...But give us 3 weeks and I'm sure we'll be sweating buckets ;)
Most of these are all on our lists (Charles is on the Imperium bug today, actually). I'd actually like to convince Brad to remove spells that give Logistics. Right now that system feels pretty soft (Cities, Abilities, Units, and Spells can all give Logistics) with the spells feeling a bit TOO easy. Was the pre-battle slowdown due to spells being autocast, perhaps?
Oops, missed this one...but yeah, it should be fixed for 5.2, actually. I removed these 'adventuring level' checks from codebase a few weeks ago, but let me know if they pop up again (may be some checks I missed).