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Video play-through 3.15.12

Video play-through 3.15.12

74,015 views 54 replies
Reply #26 Top


Being partially colourblind I didn't even realise there was a border on the skill choice!

Reply #27 Top

Quoting Trojasmic, reply 25
All good ideas... There is a ton of work that needs to be done on the UI and SD hasn't acknowledged that fact or any of our posts about it.  I'm hoping they're just focused on game mechanics now and plan on an entire beta cycle (Beta 4 or Beta 5) where they will listen to all of our polish requests.

I just hope the UI polish and improvements don't get shuffled to the end and then they run out of time to work on them. The last Beta did have some polish/improvements, and Brad's pretty good about pointing out issues, so I'm not terribly concerned. I just want FE to be a polished game that's easy to play/understand/navigate but deep in mechanics/strategy.

Reply #28 Top

This video is much like my Rastafarian friend in college. I believe I am getting a contact from watching it. Groovy man.

Reply #29 Top

I also hope the UI improvements / fixes aren't forgotten. I don't wanna sound like I'm just complaining though. The video looks great and there is definite progress.

Reply #30 Top


I thought the running on the spot was a bug as first veiw.Get rid.

Reply #31 Top

Quoting Kobracan, reply 23
3) Add your increment gain/loss of gildar/mana/prestige in the top bar like: 523 (+12) gildar. I asked for this several times. You need this information during the game literally hundreds of times. Doing it this way will save A LOT of mouse pointer travel time for us.

 

I second that. A real bother checking for mienrals and gold and mana.

Reply #32 Top

Quoting Solam, reply 31
I second that. A real bother checking for mienrals and gold and mana.

Third

Reply #33 Top

Quoting Stupidity10, reply 32

Quoting Solam, reply 31I second that. A real bother checking for mienrals and gold and mana.

Third

 

Fourth

 

Only problem is that real estate up there is already limited. What they should do is only have gold and mana up there and have all the others compressed into another page or sidebar that can be minimized.

Reply #34 Top

Double

Reply #35 Top

Quoting Sarudak, reply 33

Quoting Stupidity10, reply 32
Quoting Solam, reply 31I second that. A real bother checking for mienrals and gold and mana.

Third

 

Fourth

 

Only problem is that real estate up there is already limited. What they should do is only have gold and mana up there and have all the others compressed into another page or sidebar that can be minimized.

 

Actually on my screen (1920x1080), there is plenty of blank space at the top bar. What they can do is to show it expanded (523 (+12)) for large resolutions and leave it as it is (hover tooltip) for smaller resolutions.

 

Also mana needs to be shown like this on the tactical battle screen too. Maybe I don't wanna cast a spell if I am losing mana.

Reply #36 Top

There's plenty of space at the beginning but what about late game when it's displaying 4 digit gold, 3 digit mana, 3 digit metal, crystals, wargs, horses, at least one of each shard and diplomatic capital? I've had mine overflow and I play at a fairly high resolution too. 

Reply #37 Top

Quoting Kobracan, reply 23
3) Add your increment gain/loss of gildar/mana/prestige in the top bar like: 523 (+12) gildar. I asked for this several times. You need this information during the game literally hundreds of times. Doing it this way will save A LOT of mouse pointer travel time for us.

 

Yes, please!

In a similar vein, I'd also like to see turns til tech showing in the UI. Either in addition to the already displaying amount of research being done. Or, instead of the amount of research being done. I'd rather have to hover or click to see research pts/turn, rather than having to hover/click to see when my next tech will be ready.

Reply #38 Top

My resolution has trouble handling it in late game. Modding new stuff up there (new mana types and/or mounts and/or whatever) makes the problem to appear sooner. :/

The tactical battle screen could use getting rid of the mana bar and in its place put all the mana shards you control and the mana amount you have (possible, being nice and make new "mana types" to automatically appear there too, much like it happens in the strategic map). Or maybe that info could appear under the bar with the name of your faction while the enemy's info (mana shards, mana) appear under their own bar.

What was this thread about? XD 

Reply #39 Top

Quoting Sarudak, reply 36
There's plenty of space at the beginning but what about late game when it's displaying 4 digit gold, 3 digit mana, 3 digit metal, crystals, wargs, horses, at least one of each shard and diplomatic capital? I've had mine overflow and I play at a fairly high resolution too. 

Knowing the absolute numbers is on the whole more valuable than the rate of income.  Permanently cluttering up the display with more numbers wouldn't be particularly helpful.  On the other hand, there's no straightforward way to get a sense of your income levels for all your resources.  Hovering over each icon in turn is terribly awkward.

My suggestion: make holding down the Shift key switch the display to the delta (e.g. +20 Gold | +1 Horse | +10 mana) until you release it.

Reply #40 Top

People are always complaining about adding new stuff to the UI... but they can always make it a checkbox in the options menu whether it is displayed... so don't worry about it.


Also, being able to easily see your income is essential, especially when messing with tax rates.

 

Also, more videos please!!

Reply #41 Top

Only Gildar, Metal, Mana, Crystal really need a +- UI. You could even combine all mounts into a box that only shows wargs ect when you hover over it because # of wargs per turn only changes when you build a warg kennel.

Reply #42 Top

Oh, and can you guys please fix the cursors? Getting kind of silly that swords and such are still carrying on through to other menus.

Reply #43 Top

I notice that the description text of Adventurer's Boon says it gives +10 HP but the mouseover says it gives both +10 HP and also +1 Strength. You should probably fix whichever is wrong.

I'm not sure I like that you apparently will only be able to get one path. I liked that additional paths could occur rarely.

Reply #44 Top

Looking great. I'm excited to see more character paths and the special abilities for the weapons.

Reply #45 Top

There is someawesome stuff coming. 

Reply #47 Top

For me, when i enter a wildland, the shuffling sound of the runinng animation overlaps with the event music of the wildland and kinda spoils it, so yes please remove it :)

 

Reply #48 Top


I hope the new special abilities for weapons includes a "bleed" DOT effect. There's poison for some daggers already as a DOT in 0.86 but it would be nice to have more than 1 DOT in game and bleed would work very nicely. You could make it sword or axe specific since poison already seems to be dagger specific and maul is specific for maces. I'll probably try adding it in a mod if it doesn't make it into the vanilla game.

Reply #49 Top

Quoting C0LDsteel, reply 48

I hope the new special abilities for weapons includes a "bleed" DOT effect. There's poison for some daggers already as a DOT in 0.86 but it would be nice to have more than 1 DOT in game and bleed would work very nicely. You could make it sword or axe specific since poison already seems to be dagger specific and maul is specific for maces. I'll probably try adding it in a mod if it doesn't make it into the vanilla game.

I think certain weapons (spears?) with a bleed effect or "maiming" effect chance would be cool.

 

Maybe the higher quality the weapon the greater the chance?

Reply #50 Top

I noticed that even Frogboy moves his units one - space - at - a - time.  :-"

 

Also just a reminder to the devs, are the random events being fixed so they actually occur?  I have never seen one (though I have cheated and played the BIK movies for them)