[Beta 4] Arctic Lands Issues and Suggestions

As you can tell by the screenshot below, I random mapped into a game that started in the center of a huge area of arctic terrain.  I think this is awesome, but there are some issues that I would like to discuss.

1) My scouts were not able to use their Scout ability (no movement penalty in certain terrain types) in arctic forests.  I'm not sure if this is a design feature or a bug, but it seems to weaken the scout a good deal, escpecially when arctic terrain covers a good portion of the map.  It should be made clear in the Scout ability's description that arctic forests are not included if this effect is indeed intended.

2) I'm loving the 'enhanced' biomes that Sorcerer King is introducing, but I would love to see more natural denizen lairs within each biome.  It seems that early in the game the SK's units are too ubiquitous and the wildlife diversity is extremely lacking.  That's not to say the SK SHOULDN'T have units/lairs all over, maybe just a bit more sparse, with more local flavor mixed in.  So for instance I would like to see creatures such as Ice Shrills, Polar Bears, Arctic Wolves, 'Icy' Spiders, Ice Mages or Witches, more Garottes/Yeti, Ice Drakes, Ice Elementals, etc.  On a tangential note, I also wouldn't object to seeing monster lairs grow stronger with expanding ZoC's if they are not cleared in a timely manner. 

3)I also find it clumsy that there are beach-like coastlines adjacent to arctic terrain.  How about a gray and rocky coastline with crashing waves and seagulls, and crows or ravens inland.

4)Regarding the Artcic terrain, I would also like to point out that in Tactical Battles, it can be very hard/impossible to see the move/action-grid. For example the strike-3-adjacent enemies, it is impossible to see the targeted tiles. [thimon2k]

 

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Reply #1 Top

Regarding the Artcic terrain, I would also like to point out that in Tactical Battles, it can be very hard/impossible to see the move/action-grid. For example the strike-3-adjacent enemies, it is impossible to see the targeted tiles. 

Reply #2 Top

Quoting thimon2k, reply 1

Regarding the Artcic terrain, I would also like to point out that in Tactical Battles, it can be very hard/impossible to see the move/action-grid. For example the strike-3-adjacent enemies, it is impossible to see the targeted tiles. 

Ah yes, thank you for mentioning that.  I meant that to be one of my points, but it slipped my mind as I was writing th OP. I'm going to include this in the OP if that's ok with you.

Reply #3 Top

It is fine. I thought about submitting a picture showing this, but I could not get myself to do it, since I guess it would sadden the developers... :)

 

You are welcome to post a picture if you have one ready.

Reply #4 Top

I don't, but since most of my battles are on acrtic terrain right now, I should be able to snap one without a problem.

Reply #5 Top

Here is an example of the active radius in tactical combat, which is hard to see due to bad combination of yellow on white background. Maybe the game engine could determine the background color and choose an appropriate active radius color.

https://flic.kr/p/rtimNx

 

Here I have chosen the impale spell with my Krax Savager Elite (Pikeman). It is very hard to see the tiles, which are affected by Impale.

https://flic.kr/p/r9Z2T4

 

 Edit: Screenshot should be working. Using Flickr now.

Reply #6 Top

The screenshots should be available at Flickr now.

Reply #7 Top


Some quick feedback before the weekend...

2) I'm loving the 'enhanced' biomes that Sorcerer King is introducing, but I would love to see more natural denizen lairs within each biome. 


Yeah, Beta 5 will start to introduct some biome-specific encounters. Nothing is more of a let-down than finding a new, exotic part of the map only to find it's filled with the same stuff as the rest of the map :(


3)I also find it clumsy that there are beach-like coastlines adjacent to arctic terrain. 


Agreed. This is a big bugaboo of mine, being the 'map' guy of the team. This should be fixed for gold, but should be significantly better for Beta 5. 

Thanks again for the post - we'll throw the feedback into the mix! :)