SpellForce: Conquest of Eo

SpellForce: Conquest of Eo

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ssamgang 2 Feb 26, 2023 @ 5:07am
Some Suggestions Both QOL And Balance
Change it so that armies are not hidden on allfire nodes, multiple times now have I been unaware that the enemy was actually occupying my allfire node because their army doesn't show up on the node and the red glow is easy to miss on those nodes.

Elven rangers, unless I've missed something these have no room extensions through which they can be recruited, I Feel this is somewhat of a shame, they're fun units and even have a unique volley ability, yet the only way to obtain elven rangers is by going to either Orgash or Alluvyan, and I consider it a shame that alluvyan, which is so centered around ranged units(it sells crossbowmen, elven rangers and hunters) and beasts(wolves and bears) doesn't actually unlock a building that will allow you to recruit any of them. instead it unlocks the herb garden, which is practically useless unless you're an alchemist. the city even states its buildings have an elven influence and that the famed archers of alluvyan have learned their skills from the elves who still visit the city, so then why not instead of the herb garden have it unlock a different building? Namely ''Hunting Grounds'' which unlocks the recruitment of hunters and wolves, and through room extensions would also allow you to recruit Crossbowmen and Elven Rangers, depending on balance maybe even bears and Direwolves? Perhaps another room extension can give ''forester'' to all your units so they can traverse forests without any movement penalties. Or perhaps it can also have upgrades for ranged units.

So then what about the herb garden? Currently the only cities without any building unlocks are Grey Dusk Vale(dwarven city) Sevenkeeps(human city) and Uram gor(dwarven city) so I'm not sure, herb garden doesn't seem to be a very good fit for any of them. So maybe not that great a suggestion, not sure.

Change to lodge pillaging, after pillaging a lodge for X amount of times the AI will then capture or destroy the lodge, this makes it so you don't run the risk of basically forever losing out on your lodge if you leave an area. Currently as it stands if I want to move my tower and army somewhere else and I've say moved 3 screens away and then a enemy starts pillaging my lodge, I'm stuck either having to spend several turns walking back to my lodge or losing out on my lodge for 10-20+ weeks until I unlock teleport, it's annoying and it resulted in me not even building lodges anymore.

Give only vampires the old life leech back, with life leech now only working on normal units it feels like vampires are the weakest T3 unit the necromancer can choose from, so perhaps the old life leech can be given back? If the numbers are too high(since it can go to 100% at lvl 15) maybe reduce it to 25% life leech and then 50% at lvl 15. Otherwise I just see no reason to build vampires over any other T3 units.

Remove ''Defy Death'' as an upgrade for vampires, their trait ''undying'' already has defy death included in it, it feels bad to have it reach lvl 5/10 and be offered an upgrade that does quite literally nothing.

Bind the buy button to enter, would make buying items in the shop/cities much easier.

An option to disable level up notification on the end turn button. This may seem like a weird one but it is actually a bit annoying, as a necromancer you can create undead that produce allfire or mana, because of that I will create those undead and then put them safely in a corner somewhere, same deal with dwarven workers if I get gold affinity on them, eventually you can get 3/4 stacks of them, maybe more later in the game, the problem then arises with the ''praise the sun'' spell that increases the level of all your units by 1, having to level up 30-40+ units each 12+ times is a lot of work for 0 gain, yet it is the only way to remove the ''level up available'' message.

Maybe change ''Sniper Tower'' and ''Guard Dogs'' room extensions to affect all battles in your domain? Currently they only affect battles that take place in your tower and lodge, which to me makes them useless because I almost never have any fights in either of those. Would likely have to increase the cost though, otherwise may be too strong earl on. Reinforced walls has the same problem for 50% ranged damage reduction to all battles in domain seems too strong so idk what to do with that.

Archery range feels too strong for the cost, I love range troops and range buffs, but +2 missile range to all units for 2x blue and 2x orange seems too strong, especially since with room extensions you have 4 ingredient slots by default so getting 2 x blue and 2x orange is relatively easy, maybe increase the cost by another essence?

Torture Chamber room extensions: Motivator, 1x purple and 1x orange
It gives +2 speed and +6 magical daily regeneration. The speed it gives is nice, however the magical daily regeneration might as well be 0, especially since you can only build it once, undead units in general have a lot of health, +6 health a day isn't going to do anything, and as far as I can tell, it is the only buildings/room extensions that gives magical daily regeneration. So I'd like it to be stronger, I Think 15 a day seems better, though at a higher cost, maybe requiring 3 essence total.
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Showing 1-10 of 10 comments
primetide_dev  [developer] Feb 26, 2023 @ 5:17am 
Thanks for the feedback and suggestions. We will take a look at them and discuss.
Kaysoky Feb 26, 2023 @ 5:31am 
Originally posted by ssamgang 2:
Maybe change ''Sniper Tower'' and ''Guard Dogs'' room extensions to affect all battles in your domain? Currently they only affect battles that take place in your tower and lodge, which to me makes them useless because I almost never have any fights in either of those. Would likely have to increase the cost though, otherwise may be too strong earl on. Reinforced walls has the same problem for 50% ranged damage reduction to all battles in domain seems too strong so idk what to do with that.
+1 These would be available too early on to affect all battles inside your domain. But maybe you could consider a weaker version for each outside of towers/lodges. Snipers could shoot 2 targets instead of 3. Guard Dogs could spawn 1 wolf instead of 2.

Originally posted by ssamgang 2:
Archery range feels too strong for the cost, I love range troops and range buffs, but +2 missile range to all units for 2x blue and 2x orange seems too strong, especially since with room extensions you have 4 ingredient slots by default so getting 2 x blue and 2x orange is relatively easy, maybe increase the cost by another essence?
+1 Many of the room extensions for this room feel too strong.

+2 speed and +2 vision for the other room extension is absurdly powerful for its cost.
Nagumo Feb 26, 2023 @ 7:10am 
Implement a Qucksave/Quickload function. Specially on the very first runs sometimes you are not able to see what is coming and this way are able to "destroy" a run, because of one bad decision. To do it via hand (save/reload) is a lot of playtime down the drain ;)
HozzMidnight Feb 26, 2023 @ 7:23am 
Very good post.

I find Herb Garden to be, by far, the worst building. Torture room is bad even if you are a Necro, doubling up on some of the mana/money buildings are more generally useful.

War room, conversely, is by far the best. The passive is the best of all the upgrades and the rooms have choices that are helpful to any play style.
Nagumo Feb 26, 2023 @ 7:25am 
About the UI: The little arrows to suggest, which three tiles are the front are a nice idea BUT if more units are standing one tile away it is very useless (because all tiles have arrows on any side ^^). Suggestion: Change the color from yellow to purple of the arrows, if you click on one unit.
[OO] coldsteel Feb 26, 2023 @ 7:43am 
Originally posted by Nagumo:
Implement a Qucksave/Quickload function. Specially on the very first runs sometimes you are not able to see what is coming and this way are able to "destroy" a run, because of one bad decision. To do it via hand (save/reload) is a lot of playtime down the drain ;)

Quicksave is already in the game (F5).
Skjaldbjorn Feb 26, 2023 @ 7:56am 
Originally posted by ssamgang 2:

Give only vampires the old life leech back, with life leech now only working on normal units it feels like vampires are the weakest T3 unit the necromancer can choose from, so perhaps the old life leech can be given back? If the numbers are too high(since it can go to 100% at lvl 15) maybe reduce it to 25% life leech and then 50% at lvl 15. Otherwise I just see no reason to build vampires over any other T3 units.

The problem is that vampires were incredibly powerful against everything. They are still strong against mortal units and worth using in stacks that will mostly be in areas fighting them. Before the change the only T3 units that felt worth using were the Lich, Emissary (until you get zombie mastery) and Vampire. Now there is actually a reason to make the other units.



Originally posted by ssamgang 2:

Torture Chamber room extensions: Motivator, 1x purple and 1x orange
It gives +2 speed and +6 magical daily regeneration. The speed it gives is nice, however the magical daily regeneration might as well be 0, especially since you can only build it once, undead units in general have a lot of health, +6 health a day isn't going to do anything, and as far as I can tell, it is the only buildings/room extensions that gives magical daily regeneration. So I'd like it to be stronger, I Think 15 a day seems better, though at a higher cost, maybe requiring 3 essence total.

Undead units don't have natural regeneration, so +6 a day is a pretty big upgrade from 0. Once you start adding stuff like undead healer or mending flesh, undead units are able to recover from battle much more quickly. +2 speed is also a pretty big upgrade in itself.
ssamgang 2 Feb 26, 2023 @ 9:04am 
Originally posted by Kaysoky:
Originally posted by ssamgang 2:
Maybe change ''Sniper Tower'' and ''Guard Dogs'' room extensions to affect all battles in your domain? Currently they only affect battles that take place in your tower and lodge, which to me makes them useless because I almost never have any fights in either of those. Would likely have to increase the cost though, otherwise may be too strong earl on. Reinforced walls has the same problem for 50% ranged damage reduction to all battles in domain seems too strong so idk what to do with that.
+1 These would be available too early on to affect all battles inside your domain. But maybe you could consider a weaker version for each outside of towers/lodges. Snipers could shoot 2 targets instead of 3. Guard Dogs could spawn 1 wolf instead of 2.

Originally posted by ssamgang 2:
Archery range feels too strong for the cost, I love range troops and range buffs, but +2 missile range to all units for 2x blue and 2x orange seems too strong, especially since with room extensions you have 4 ingredient slots by default so getting 2 x blue and 2x orange is relatively easy, maybe increase the cost by another essence?
+1 Many of the room extensions for this room feel too strong.

+2 speed and +2 vision for the other room extension is absurdly powerful for its cost.

Seems like a fair compromise to provide a weaker version of it.

I had thoughts about the +2 speed and vision maybe being too strong but just wasn't sure how strong it could be, I suppose it could also do with a increase in cost now that I think about it.



Originally posted by HozzMidnight:
Very good post.

I find Herb Garden to be, by far, the worst building. Torture room is bad even if you are a Necro, doubling up on some of the mana/money buildings are more generally useful.

War room, conversely, is by far the best. The passive is the best of all the upgrades and the rooms have choices that are helpful to any play style.

I like to think it could be good for an alchemist but then only providing 2 ingredients a week is a bit rubbish.

I think the prison collar room extensions for Torture chamber can be useful, I haven't tested it myself yet bit you should be able to just make a stack of units and then suicide them for souls, could be nice. I think the bigger problem for torture chamber is that you need death spell page to unlock it, and the death spell page seems kinda bad over all.

Hard agree on war room, it almost feels like I'm handicapping myself if I don't start next to Audelle to get war room quickly.



Originally posted by Skjaldbjorn:
Originally posted by ssamgang 2:

Give only vampires the old life leech back, with life leech now only working on normal units it feels like vampires are the weakest T3 unit the necromancer can choose from, so perhaps the old life leech can be given back? If the numbers are too high(since it can go to 100% at lvl 15) maybe reduce it to 25% life leech and then 50% at lvl 15. Otherwise I just see no reason to build vampires over any other T3 units.

The problem is that vampires were incredibly powerful against everything. They are still strong against mortal units and worth using in stacks that will mostly be in areas fighting them. Before the change the only T3 units that felt worth using were the Lich, Emissary (until you get zombie mastery) and Vampire. Now there is actually a reason to make the other units.



Originally posted by ssamgang 2:

Torture Chamber room extensions: Motivator, 1x purple and 1x orange
It gives +2 speed and +6 magical daily regeneration. The speed it gives is nice, however the magical daily regeneration might as well be 0, especially since you can only build it once, undead units in general have a lot of health, +6 health a day isn't going to do anything, and as far as I can tell, it is the only buildings/room extensions that gives magical daily regeneration. So I'd like it to be stronger, I Think 15 a day seems better, though at a higher cost, maybe requiring 3 essence total.

Undead units don't have natural regeneration, so +6 a day is a pretty big upgrade from 0. Once you start adding stuff like undead healer or mending flesh, undead units are able to recover from battle much more quickly. +2 speed is also a pretty big upgrade in itself.
I actually almost never built vampires, I got more use out of giving other T3 necro units life leech than to build vampires themselves. but reading on these forums I often saw people talk about how giving their hero life leech and immunity etc is OP so I figured that was the problem and not vampires themselves, if vampires are the problem then nvm then.

The weakest undead unit has I think 55 health, so if they were to be near death that's almost 10 turns of waiting for them to be full health again, that's way too long, but maybe I'm wrong. the +2 speed is nice, though I should have mentioned it's only in your own domain but still.
Skjaldbjorn Feb 26, 2023 @ 9:51am 
Originally posted by ssamgang 2:
I actually almost never built vampires, I got more use out of giving other T3 necro units life leech than to build vampires themselves. but reading on these forums I often saw people talk about how giving their hero life leech and immunity etc is OP so I figured that was the problem and not vampires themselves, if vampires are the problem then nvm then.

The weakest undead unit has I think 55 health, so if they were to be near death that's almost 10 turns of waiting for them to be full health again, that's way too long, but maybe I'm wrong. the +2 speed is nice, though I should have mentioned it's only in your own domain but still.

It wasn't that Vampires were OP, it was just that Necromancers are able to start making them very early and that ability was broken. The advantage of Vampires is that they start with and don't have to waste a glyph or pure lost soul to get it. At the end of the day, prior to the nerf any unit with life leach could essentially be made immortal and was powerful against every enemy type, they had no counter. Fill your stack with them and throw tactics out the window.

As I stated before, Undead have no regeneration. Without this a unit near death will remain near death forever. And again, this stacks with other undead healing effects. Given that we are able to mass produce zombies, the area within our domain grows as we play, and the tower eventually puts out domain while flying and can stay with us, this has the potential to heal hundreds of damage per turn.
Magaruis Feb 26, 2023 @ 10:52am 
Originally posted by ssamgang 2:
An option to disable level up notification on the end turn button. This may seem like a weird one but it is actually a bit annoying, as a necromancer you can create undead that produce allfire or mana, because of that I will create those undead and then put them safely in a corner somewhere, same deal with dwarven workers if I get gold affinity on them, eventually you can get 3/4 stacks of them, maybe more later in the game, the problem then arises with the ''praise the sun'' spell that increases the level of all your units by 1, having to level up 30-40+ units each 12+ times is a lot of work for 0 gain, yet it is the only way to remove the ''level up available'' message.

Heavily agree with this one. When you get free beasts (via nature), you start sending out small armies of bears to their doom. I really can't be bothered to level up 12+ bears every round. Having an auto levelup or ignore "level up available" message would really improve my life.
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Date Posted: Feb 26, 2023 @ 5:07am
Posts: 10