Organised information, more use to magic and terrain.
Hi all. For myself, these would be the things that actually bug me in gameplay, that seem like small things to fix:
1. Spell list is in the order you researched it... which is bad. I want my damage spells ranked by cost, my unit enhancements listed by effect type (all damage enhancements together; movement spells together; City spells listed together; etc). It makes finding things so much easier.
2. Spell effect icons on units to be listed in the same order, regardless of which was cast first. Much like above, scanning through a disorganized list of icons to answer whether a spell is on a unit or not sucks.
3. Tooltips of terrain effects.
4. Destructible buildings, even if I lose an entire city level to do it. I accept that there are gameplay reasons to leave this as is, but... I would like to be able to sacrifice to correct mistakes.
5. Ability to import wizard pics. If I can't have heroes, at least let me choose what I look like.
I also have a wishlist for new features, most of which are covered previously:
6. Terrain effects on buildings - farms on lava might not be so good as farms on plains ; alternatively, terrain affecting the city's overall efficiency (food produce improved each growing tile, decreased each lava, for eg).
7. Terraforming spells. This is one of the big ones for me, one of the ways magic could really be brought into the forefront. Spreading forests for your beasts, sweetening the terrain for your cities... this could really add a lot.
8. Roads. Seriously, I get that catapaults are slow, but they could move faster in my own territory, especially if I go to the effort of building a path for them. Roads outside of territory would also be good, of course.
9. Water improvements. In most games coasts are positives, but here they're terrible. The uniqueness has its own value, of course, but I would still prefer some value for water tiles.
10. Heroes would be nice, but to be honest not essential. Already my noble werewolves are precious enough to me . But an avatar, or unique units upgraded from normal units after certain conditions, would be nice.
11. Improving casting speed, regardless of the method used (buildings, researching a skill, quest reward, etc). Whatever the method, casting speed improvements will really add magic into the mix. Spells are already expensive enough to keep them from overpowering.
12. Random spells per playthrough, maybe a perk to improve (but never everything) and spell trading/stealing. This could seriously improve replayability, making every game unique.
13. A way to "archive" or hide those spells I really won't ever use from my spell list, so I'm not constantly scrolling across tiny firebolts looking for teleport.
I realise these are a lot of things people have already asked for. Just my 2 cents worth.
Thanks.
Hi all. For myself, these would be the things that actually bug me in gameplay, that seem like small things to fix:
1. Spell list is in the order you researched it... which is bad. I want my damage spells ranked by cost, my unit enhancements listed by effect type (all damage enhancements together; movement spells together; City spells listed together; etc). It makes finding things so much easier.
2. Spell effect icons on units to be listed in the same order, regardless of which was cast first. Much like above, scanning through a disorganized list of icons to answer whether a spell is on a unit or not sucks.
3. Tooltips of terrain effects.
4. Destructible buildings, even if I lose an entire city level to do it. I accept that there are gameplay reasons to leave this as is, but... I would like to be able to sacrifice to correct mistakes.
5. Ability to import wizard pics. If I can't have heroes, at least let me choose what I look like.
I also have a wishlist for new features, most of which are covered previously:
6. Terrain effects on buildings - farms on lava might not be so good as farms on plains ; alternatively, terrain affecting the city's overall efficiency (food produce improved each growing tile, decreased each lava, for eg).
7. Terraforming spells. This is one of the big ones for me, one of the ways magic could really be brought into the forefront. Spreading forests for your beasts, sweetening the terrain for your cities... this could really add a lot.
8. Roads. Seriously, I get that catapaults are slow, but they could move faster in my own territory, especially if I go to the effort of building a path for them. Roads outside of territory would also be good, of course.
9. Water improvements. In most games coasts are positives, but here they're terrible. The uniqueness has its own value, of course, but I would still prefer some value for water tiles.
10. Heroes would be nice, but to be honest not essential. Already my noble werewolves are precious enough to me . But an avatar, or unique units upgraded from normal units after certain conditions, would be nice.
11. Improving casting speed, regardless of the method used (buildings, researching a skill, quest reward, etc). Whatever the method, casting speed improvements will really add magic into the mix. Spells are already expensive enough to keep them from overpowering.
12. Random spells per playthrough, maybe a perk to improve (but never everything) and spell trading/stealing. This could seriously improve replayability, making every game unique.
13. A way to "archive" or hide those spells I really won't ever use from my spell list, so I'm not constantly scrolling across tiny firebolts looking for teleport.
I realise these are a lot of things people have already asked for. Just my 2 cents worth.
Thanks.