GFireflyE GFireflyE

GFireflyE's LH 1.5 Gameplay Experience (observations, comments, suggestions, etc)

GFireflyE's LH 1.5 Gameplay Experience (observations, comments, suggestions, etc)


GFireflyE's LH 1.5 Gameplay

Good Morning. I am documenting my gameplay in the hope that the developers can use this information to further improve the game in future updates.

I play with mods. Sorry devs, but I'm not about to spend hours of time on a game I consider could use some extra sprucing up content-wise. List of mods that I use can be found here: https://www.dropbox.com/s/d7k7l5aw0iapr8k/Mods%20Used.jpg. I've made other small changes throughout for balance reasons. None are game breaking. Those changes can be found here: https://www.dropbox.com/s/2qslmylv4b1o7ar/Core%20Changes.jpg.

 

ps: To devs: Tell me if these types of notes are helpful at all....

 

Character Creation

- When creating a character, the Backstory section only accepts a limited number of characters. Recommend a small counter be added to show remaining characters left.

- When creating a character, the "Pick a Background' images are reversed from what the preview shows. (ie, the right side is on the left....and the left side is on the right)

- There is currently no in-game way to edit (or delete) your custom sovereigns + factions once they have been created.

- When selecting my character, the sovereign does not display the intended particle effect

  

 

Early Game - Explore - Season 1

- When finding loot, PLEASE install a 3-button set of options.

  1. Use - Makes immediate use of the item of loot that you pick up. (whether it's equipment or consumable)
  2. Equip - Opens the equip window so that you can make an informed decision as to what you want to do with the loot.
  3. Ok - exits the set of option and continues gameplay.

- When constructing buildings, Shift-scroll does not rotate the structures anymore. (I do have manual placement active) Was this intended? I really like being able to design my cityscapes in detail.

- On season 3 I hear AI players casting spells, but none are on my screen or have yet been revealed from fog of war.

- On season 6 I hear AI players casting spells, but none are on my screen or  have yet been revealed from fog of war. 

- When recruiting a new champion, the pick should not show up beside your sovereign. The pick should show up at your capital city. (what if you're sovereign were in enemy territory....or in a wildland....you're new recruit would be TOAST, having to make his/her way back to your kingdom alone)

- Is it possible for the Road Building trait to also include Road Removal within it's ability???

- GREAT NEWS - Season 35 and not a single crash yet! Woot! Woot!

- Just watched Ceresa (AI) blindly attack a banshee when she had no way to even remotely come close to defeating it. Wasn't the AI immunities upgraded to prevent this type of behavior?

- Is there a way to change your capital city? There are several aspects that would benefit from such an addition.

  1. The 'non-continuous' unrest penalty would change, obviously dependent on ZoC.
  2. If a 1/faction building represented the capital (perhaps a 'Palace'), it could have inherent bonus. Obviously if it were built elsewhere, the first one would be destroyed.
  3. If heroes showed up at your capital, you would have some control over where that capital location was.

- There is still a pathing bug where the circles number of spaces it takes to reach an intended destination is actually 1 less than the number shown. Makes for some really annoying turns as you expect your units to make the intended trip....and they can't.

- If I build a road to the edge of a city, shouldn't the pathing be automatically completed to the city's center hub? As is, this cannot be accomplished because if I attempt to go on the next tile over to build a road, the unit is absorbed into the city. (This may matter in some cases of auto moving units)

- I was just offered tribute from Resolin. I gladly accepted, but there was ZERO strategic reason for them to make this offer. My faction power is 19. There's is 17. They are nowhere on my revealed map yet. I have no troops knowingly near their borders. Why did they just give me a pile of money?

- General Carrodus has walked onto a loot location, but has not looted the location. I suspect he's pathing to another tile, but he should probably still pick stuff up along the way.

- When a unit leaves a city, there should be some intuition for the unit to look for roads adjacent to the city; prioritizing them first if no specific tile is selected.

- When a player has the binding trait the alters, shrines, temples will inform you as to the number of turns remaining until your next spawn of a creature. However, this does NOT happen when said alter/shrine/temple is amalgamated into a city. No information is given in these instances. Is there a way to view this information?

  

Mid Game - Expand - Season 86

- It would be really helpful if, in the Hiergamenon, there was a search tab in addition to the others. Typing would retrieve information based on the 'titles' from all the other tabs so that you can quickly find information you are looking for instead of having to browse through the tabs.

 - The 'Birth of Summer' spell could really use some sprucing up as to HOW the spell works. I'm trying to cast it on all sorts of tiles with ZERO effect. What is this spell suppose to do exactly? (note that I did increase the minvalidtile from 6.0 to 7.0 so I do suspect that this spell becomes less effective as a result)

- Casting 'Tireless March' on my Sovereign caused 3 damage to be dealt. Glitch?

- When shift-clicking units in a city to select multiple units, there cursor is quite 'jittery'.  

- My Eagle Spirit was casting Titan's Breath and was preparing to cast when I used my commander's Command ability to make it the Eagle Spirit's turn again. I fully expected the Titan's Breath to finish casting....but instead the spell was lost. This should be fixed or the Command ability should explain that it cancels preparing to cast spells (which as a side note would be an odd counterspell IF command can target enemies)

- So, as I earlier warned, I received a new hero and my Sovereign is WAY out in the middle of nowhere. Now the hero has to make his way ALL the way back to my territory alone. At minimum, it's a complete waste of the heroes time and at the maximum, he DIES along the way.

 

and that's game...

 

Just received an event that poured skeletons into my territory and I had no way to bring my new heroes back in time to fend them off. It's unfortunate because I had a really nice little cove to which my two cities were thriving quite well. I did not expect enemy forces to appear within my 'safe' zone. In one fell swoop, I lost 3 of my resources and both cities. Destroyed. Season 102.

 

End Game Notes

 

- No crashes! Woot! Woot!

- Lord Relias (AI) didn't even attempt to build his first city. He died adventuring....alone....

 

 

71,531 views 40 replies
Reply #26 Top


Here are some more comments/notes/suggestions:

I've started another game as Tarth as I wanted to try out the Ranger Path mod. Also added in the Upgraded Dead mod in addition to the ones at the top.....but removed the AIPlus mod that I commented on a little earlier in this thread (didn't think it would be fair to comment with that one running)

 

- Came across Magnar's capital city Imperium. It's a level 2 fortress....yet the city icon is still a circle as if the city were still a level 1 village. I also came across Resolin that too made a level 2 fortress out of Hagudst and it has the correct shield city icon. This is perhaps only a problem with Magnar?

- Came across a beautiful valley, Screen shot below. Was totally disappointed that I couldn't build a city within. I would have probably been disappointed anyways as all the mountains around flattened as the city expanded. Is it possible to rigidly set the mountains in place.....even if it meant that city buildings are built slightly into the hill sides? I think it would be much more aesthetically pleasing to the eye. https://www.dropbox.com/s/bi1v4g54wqejwo8/Valley.jpg

- I just built the city Ithuane and for some reason that auto-road from the trading tech decides to connect to an AI city, Imperium, INSTEAD of proceeding north along the lakeside to tie in with my capital city of Hope. Bad road placements! https://www.dropbox.com/s/eprsj7pos2yphcv/Ithuane.jpg              UPDATE -- Is it possible that my economic treaty with Magnar caused the road to connect to his city instead of my own?

- Is the Ophidian suppose to be immune to throwing knives?

- Is being able to wear plate mail extend to also being able to wear Chainmail or are they mutually exclusive to one another?

- Where can you keep track of how much income you are making due to Economic and Trade treaties? I would have thought hovering over the gildar number would have given that information....but nope. Then I thought the Foreign Relations ledger would give that information.....but nope. Where is it?

- In the Hiergamenon, none of the spells show what the requirements are in order to cast the spell. I should be able to browse through the spell list and research what spells I want to aim at acquiring and it should tell me what I need in terms of tech/traits/quests/etc.

- When a Tarthian mage uses their Doublestrike ability, the animation for the ranged attack does not show.

 

 

 

Deciding to start a new game again...cause I don't know....I like starting new games I guess:

- Is it possible to switch the master quest to the Dragon's Eye quest instead of default? Default is WAY too easy. Dragon's Eye is challenging.....the three locations are scattered across the map so you have to SEARCH for them....and the battles can be quite difficult as well as they are varied in tactic.....though imo there should not be an option to fight the statues instead. Imo, this would make for a much more dynamic master quest.

- In the tech tree, when you have additional icons from mods, the icons that are past the typical tech length do not receive popup descriptions.

- I really like how, in the upper right hand corner of the UI, when you click on a faction you go directly into diplomacy with that faction. It would be nice if, when you click on the title 'Faction Power' it links to Foreign Relations section.

- BUG - I used a collar to successfully take over a Skrath. After the battle, the UI was giving indication that multiple armies were on the same tile....which was not the case. When my army entered my city...the Skrath disappeared.

- Completely preference, but I don't like all the 'existing' roads on the map when a game is started. At the very least, these roads should be chewed up pretty good from the cataclysm....at most 3 tiles in length.

- How is this a hill tile??? https://www.dropbox.com/s/2z7ohnnjrm8vnon/Hill.jpg

- When a unit is standing back up from a bash, the UI shows the green square on the next unit in the order. Imo, this green square should be on the unit standing up throughout the animation so as to not confuse the player which unit's turn it actually is.

- When a curse is placed on my city, like Antipathy, there should be a distinct sound effect that goes with the casting so that players don't miss it.

- Casting Dispel Enchantment doesn't remove the enemy enchantment until the beginning of the next turn. This is confusing and could lead to players attempting to cast the spell more times than they need to.

- In my current game, I am playing on a small map with the master quest disabled and Wildland Frequency option set to 'Above Average'. In the game however...I get only one. One is not 'above average'. I should be receiving at least 4 wildlands with an above average setting.

- The Consulate outpost upgrade is, quite frankly, overpowered. +1 growth should not be given so readily.

- K....I just experienced something that could only be depicted as a major bug. I am at war with Resolin and am chasing one of their armies along a roadway. I see they are heading for my outpost and want to kill them off before they get there. It's their turn and they move into the FoW, to which I know they are at a dead end because there is a DEADLY earth elemental group and a STONG pack drake group ON THE ROAD blocking them. The environment is such that there is no way they can get around these two groups easily and quickly. YET, despite this, the Resolin army traverses the full 14 tiles in a single move!! This means that the monsters in the FoW must not have been there....so on my turn I persue...only to find out that the monsters ARE THERE. This should NEVER have happened.

- I am REALLY liking the improvements made to the Upgrade screens. Requiring resources for upgrades is well done. Would be nice if you could acquire mounts here too...

- This may be a repeat, but the AI should really really really be able to upgrade their outposts.

 

- I think this one is important: I've disabled the master quest victory option. Pit of Lost Voices should NOT be on the map. It's wasting space.

 

Reply #27 Top

Quoting GFireflyE, reply 26
Came across a beautiful valley, Screen shot below. Was totally disappointed that I couldn't build a city within.

Probably would have been settleable if you cast Birth of Summer/Bloom of Twilight on it...

Quoting GFireflyE, reply 26
- I just built the city Ithuane and for some reason that auto-road from the trading tech decides to connect to an AI city, Imperium, INSTEAD of proceeding north along the lakeside to tie in with my capital city of Hope. Bad road placements! https://www.dropbox.com/s/eprsj7pos2yphcv/Ithuane.jpg              UPDATE -- Is it possible that my economic treaty with Magnar caused the road to connect to his city instead of my own?

From the screenshot, it looks like there were no open tiles between the city border and the surrounding mountain on one side and the river on the other, so the only route is through the city itself.  I've never actually seen this happen in my games, but I'm guessing it does this a "last resort" option when there isn't another viable route.

I wonder what happens if you have a city founded on an island (does the map builder even generate islands?  Might need to do that via a custom map...)

Quoting GFireflyE, reply 26
- Is being able to wear plate mail extend to also being able to wear Chainmail or are they mutually exclusive to one another?

The armor attributes (and defender class) each add a "point" of armor capability.  If you have 1 point, you can wear chain.  If you have 2 points, you can wear either chain or plate. 
 
As an example, say you take a unit from the start of the game before you research any armor techs, but give them the plate mail trait.  As you research leather, chain, and plate, they'll be able to upgrade to each of those in turn.

Quoting GFireflyE, reply 26
- Where can you keep track of how much income you are making due to Economic and Trade treaties? I would have thought hovering over the gildar number would have given that information....but nope. Then I thought the Foreign Relations ledger would give that information.....but nope. Where is it?

Hrm...for me, if I click on the Gildar icon in the top left info bar, it gives a breakdown by city, with a single lump sum for income from treaties, and another lump sum for income from units.  It doesn't break it down per treaty, though.

That said, the economics are simple - you get a percentage of your own base income 'back' for each treaty (the one that gives gildar, not the one that gives roads.)  It doesn't matter what the economy of the opposite side is like (strangely enough.)

Reply #28 Top


Good Morning

Starting another game.

 

- My hero picked up two recall scrolls along the way. The second recall scroll I chose to 'use' right away, successfully teleporting me back to my capital. However, the icon on the hero details for the Recall Scroll shows that I still have two available for casting. I check the Equip screen, and there is only one Recall Scroll. Small bug?

- AI and Monsters should not be allowed on the same tile together. Just witness a group of Skraths and Morgan each move onto the same tile. No combat occurred.

- Commanders currently seem to misuse their unrest traits. Example: I have a Commander with Administrator I. This SHOULD mean that, when in a city, the unit provide a -10% unrest modifier INSTEAD of the usual -5% unrest modifier a normal hero receives when in a city. HOWEVER, when looking at the city details I see 3 separate lines in the unrest details devoted to this one Commander: A -5% unrest mod, a -15% unrest mod, and a -10% unrest mod (in that order). why? (where does the -15% come from because I don't have Administrator II yet) 

- Why do I occasionally see AI caravan's driving around in the middle of no where? There is no roads nearby and yet here is this caravan pluggin' along...

- Raza the Wild has the ability to summon a Wildling....yet when cast, no wildling is summoned.

 

 

 

Reply #29 Top


Yeah I've seen the AI sharing the tile with monsters many times in my own testing. Though to be fair, if this weren't allowed and they simply duked it out while arriving at the same tile, the AI would be fairing very very poorly due to fighting battles it couldn't possibly win.

Don't mind if I put sometihng else in, but I was once attacked by a Fell Dragon (the one with Contagion?), decided that I couldn't win the battle, auto-resolved it and promptly won. Apparently the Fell Dragon tried casting Contagion a few times, and then gave up and did nothing for the rest of the round while my troops attacked it.

That was pretty weird because the dragon should have been able to defeat armies several times the size of what I had.

Reply #30 Top

To my knowledge the "Eye of Dragons" quest once was the master quest, though I don't know when it got changed?

But the storyline for the actual master quest makes more sense for it to be the "game-winning" quest. Having control over all dragons versus beating one Ashdragon + his "tribe" seems a little better.

But the wording could of course be changed to make that Ashdragon the ruler of all dragons or something.

And the quest with the dragons sceptre could then just reward the hammer or whatever? Hm I like that idea of flipping them around.

 

 

Reply #31 Top

Quoting GFireflyE, reply 28


 - My hero picked up two recall scrolls along the way. The second recall scroll I chose to 'use' right away, successfully teleporting me back to my capital. However, the icon on the hero details for the Recall Scroll shows that I still have two available for casting. I check the Equip screen, and there is only one Recall Scroll. Small bug?

- AI and Monsters should not be allowed on the same tile together. Just witness a group of Skraths and Morgan each move onto the same tile. No combat occurred.
 
more to come...

Both of these issues are very common in my games; I hardly notice them anymore.

Ophidians seem to be immune to many special abilities, like Wraith Touch etc. I'm not sure if they are immune to everything except basic attacks.

Reply #32 Top

Last time I checked, they were immune to spell-type abilities, like Wraith Touch etc. but not immune to physical-type abilities such as Crushing Blow.

I'm not sure if it's a weakness in the system or whether it's intentional, but all "Cast On Attack" or "Cast After Being Attacked" abilities always hit regardless of magic immunity (Shrink Mace, Curse item etc.).  Same with effects that get distributed with Contagion - on each turn of that unit all negative effects get given to all of the side's units automatically regardless of spell or magic resistance.

Reply #33 Top

Quoting StevenAus, reply 32

Last time I checked, they were immune to spell-type abilities, like Wraith Touch etc. but not immune to physical-type abilities such as Crushing Blow.

Ok. So how did you check? Because I did not know all abilities were classified as physical or spell-like. Or are you referring to damage type?

Reply #34 Top

It's not what they are referred to, it's how they work.  I just found that Crushing Blow was not resisted by Ophidians, and I thought that was because Crushing Blow sounds more physical than magical.  Unless that has changed, there is at least Crushing Blow that is not considered a "magical" ability with regards to Ophidians.  I think they tried to make it that special abilities that involve physical attributes were not resisted, whereas magical abilities were.  Previously they were immune to ALL abilities.  Provided they are still affected by Crushing Blow etc. I like this implementation better.

Reply #35 Top

Quoting GFireflyE, reply 28
Commanders currently seem to misuse their unrest traits. Example: I have a Commander with Administrator I. This SHOULD mean that, when in a city, the unit provide a -10% unrest modifier INSTEAD of the usual -5% unrest modifier a normal hero receives when in a city. HOWEVER, when looking at the city details I see 3 separate lines in the unrest details devoted to this one Commander: A -5% unrest mod, a -15% unrest mod, and a -10% unrest mod (in that order). why? (where does the -15% come from because I don't have Administrator II yet) 

I think you're misunderstanding how this works.  The unrest reduction values don't replace each-other - they add.

A hero (-5% unrest baseline) takes the Commander path (-15% additional unrest) and picks up Administrator 1 (-10% additional unrest) for a total of -30% unrest.  

That said, it's very unclear when looking at the hero trait trees which traits are additive and which are "replaced by" options, and you don't get to see the inherent "career" path bonuses in the tree itself (each of the paths provides one of these "hidden" bonuses.)  Most of the traits are additive, though, so it's a good bet to assume that if you don't know.

Reply #36 Top

Quoting Crastiloowa, reply 35

 
I think you're misunderstanding how this works.  The unrest reduction values don't replace each-other - they add.

A hero (-5% unrest baseline) takes the Commander path (-15% additional unrest) and picks up Administrator 1 (-10% additional unrest) for a total of -30% unrest.  

That said, it's very unclear when looking at the hero trait trees which traits are additive and which are "replaced by" options, and you don't get to see the inherent "career" path bonuses in the tree itself (each of the paths provides one of these "hidden" bonuses.)  Most of the traits are additive, though, so it's a good bet to assume that if you don't know.

I did not know that a base Commander received -15% unrest.

I was also unaware that they were supposed to add.

If this is so, having other heroes means very little compared to having a Commander in each of your cities...I think this is to powerful an ability...

 

Reply #37 Top

- It would be really helpful if, in the Hiergamenon, there was a search tab in addition to the others. Typing would retrieve information based on the 'titles' from all the other tabs so that you can quickly find information you are looking for instead of having to browse through the tabs.

 

This is a point I made back in mid-beta. Maybe its time has finally arrived.

Reply #38 Top


any worthy 1.6 opportunities here?

Reply #39 Top

Hmm, if I were a dev, I'd be scratching my head as to whether variables involved in issues you're having - like locale issues - are due to mods or core files. I mean, they can check the core files to see if the issue is direct, but if there's some kind of indirect bug causing non-systematic problems, they haven't a hope in hell of figuring them out - not to mention I'm sure they're working on other "more important" projects and only doing dev stuff for LH in their minor-allocation time, and thus don't have time to sort through all of this.

Reply #40 Top

GfireFlye

 

Yes the AI do play with the tax rate. Its very easy to see it happening when one of the AIs have a huge empire then they lower the tax rate because they can't deal with the unrest and by lowering the tax rate the unrest goes down. But they never focus their development of getting level 5 fortresses and building belltower/townhall plus cleric etc. First time I notice it happening was the capitar sporting a 10% tax rate with towns/conclaves everywhere with a single fortress taken from the dead while suffering from like 80% unrest or more. xD

 

About fortresses.... I have seen an really high level one once from AI.. Altar managed to get one fortress halfway to level 5.. but then I came by and took it by force from altar after fighting several fierce battles for it. After it fell in to my hands, the altar withered away.

 

 

Oh and about Relias dying adventuring alone.. I have seen it happen to Vergas except with one difference.

 

He was still adventuring and such and reached like level 13.

 

Until I came by and cleared out all the monsters surrounding him. Only then he did decide to settle a town then I wiped him out in the following turn <_< Because I know he will attempt to murder me anyways xD Nothing personal vergas You just like war I know! xD