Worlds of Magic

Worlds of Magic

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Patrick Sep 7, 2014 @ 6:21pm
[Feedback] Collection
This threat is for me to post things, that I encounter while playing, that make the game less smooth to play. You could say things that require fine tuning.

Because I will use thread mainly to post issues that I find while playing at the same time (I play one display and have internet browser on the second display), it may look like at times I'm negative. This it not the case!
I'm very enthusiastic about the game and having great fun playing it. Assume about every feature that I don't mention I'm content or even happy about it.

I don't expect or need the Dev's answer to this thread. I just assume they read and copy&paste whatever points they find valid.
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Sorcerer Creation
I went with max Summoning, but there where not enough spells to pick.
3 Level One, 2 Level two spells.


Hotkeys?
Something happen when I press F6-F7 (world map animations freeze for a moment) but I don't know what.

Edge/Autoscroll
Move the edge scroll area further to the window border, because it overlaps partially with the selectable/tooltip area at the top right, and lower right corner of the GUI.

Research Spell book.
Needs more tools tips and maybe a link to a detailed description for each spell. Add tooltips for the spell circle icons. Water, fire maybe easy to identify but life, summoning etc. are harder until learned.

Font
Some of the font sizes are a bit to small when playing on a larger screen. Of course it depends how far you sit way.
For example the minimap area, numbers for the terrain bonus.
Tutorial window. To small font. check boxes too.
Mirror window - the font size of the list of traits is way too small and contrast of negative traits font versus the bluish backdrop make is even harder to read.
Diplomacy window
City Management ? icon/ city details. Ouch that hurt my eyes, especially the numbers
Unit roster - Many cases. Like the experience, hit points, figrues, unit attributes (Melee, Reflex save. That stuff), Number for upkeep Skill tab font size of actually skills and contrast to backdrop. On contrary the Advanced tab is perfect. Font size and color are good.
Forge Item stats on the right side.
In general the font sizes are very inconsistent over the various screen. It should be more uniform less chaotic. BTW tooltip are perfect too!

Sounds
Will you add later sound for selecting units, movement and confirmation clicks?

Input
I use MoM interface (left click to select and act, right deselect),
but yet sometimes I'm confused when to left click or to right click. I left click to select units but right click for cities? Then left click to select objects in the game world (Teleportation Stone, Dungeon), but right click to start a fight?

City production
A check box for indefinite unit production. It should support single unit and repeat of the full queue. For example I queue 2 archer 1 swords. It would repeat the queue after it finish the last unit.

Terrain/ World Map
Some swamp tiles doesn't like swamp, more like grass? It should look organic and wet.
Desert too. How about bright yellow with some stone here and there casting shadows?
Forrest are great.

Description for terrain features (Nightshade, Yrm Crystals, Healing Herbs), like when you do left click on a Teleportation Stone.

Let me check content of scouted Dungeons even when a unit is no longer next to it.


Camera Angle
I would like to experiment with the camera angle. Not much +/- 20 degrees. Like to test if it works out better for me. (Hold down right mouse button for this?)

City Taxes
I was going to ask about taxes, but I found the info on at the wiki. It's work in progress
For people wondering. Until the devs add buttons to the gui... To increase/ lower taxes go to your city and use the +/- numpad keys. Higher taxes produce more gold per turn, but also increase the unrest of your empire. You can do it from the world map too, but city screen give me more feedback about the unrest effect. Especially when I have worker assigned.

The default tax rate was loosing me money right from the start, but I could increase it to break even without getting unrest.

Unit selection marker
Sometimes I find the selection marker for the current active unit on the world map hard to see. For example when on a city hex and maybe a unit is standing right next to it. I have to stop and take a closer look to make sure I have selected the right unit.

Terrain Movement cost?
Last edited by Patrick; Sep 7, 2014 @ 6:42pm
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Showing 1-15 of 49 comments
verandil Sep 7, 2014 @ 11:27pm 
Not all spells are implemented yet, which is especially visible for summoning spells.

F6, F7 and F8 are screenshot buttons for diferent qualities.

Thanks for feedback! I've copypasted this to our forums.

As for terrain movement cost - technically each unit can have different costs for every tile, so there's no general rule here.
Patrick Sep 8, 2014 @ 11:41am 
Originally posted by verandil:
As for terrain movement cost - technically each unit can have different costs for every tile, so there's no general rule here.

Oh that explains some why sometimes it seemed that movement cost varies for the same terrain. This confused me.


About the MoM Input scheme.
I would like if you could be consequent with it. Everything is done with a left click, right click only used for deselecting or closing windows.
In case of cities on the world map. I have two suggestions
Single left click on the city hex to select units stationed in the city, and double left click to open city screen. Or as an alternative.
Display a miniature figure on the city hex if there are units present and single click to select the units. Single click anywhere else on the hex opens the city hex. If you intend to use miniature figures to display units in the cities, the figure should represent the strongest unit present.
For dungeons, enemy cites remove the ability to attack with right click.

Cleared out an obelisk with my summoned hellhounds, but it said afterwords "No eligible unit to apply effect". Lame. How about an alternative this case. A leveled list the game can choose from.

AI like to attack cities with under strength army just to immediately go for escape.
verandil Sep 8, 2014 @ 11:53am 
about input: Noted.

Obelisks should be disabled, as they only work on heroes, which aren't finished yet, thanks for pointing that.

about AI:
noted, working on it

Thanks for feedback!
Patrick Sep 8, 2014 @ 12:05pm 
A small question. Since you mentioned not all spells are implemented yet, especially summoning spells. Which spell circle is the most completed yet?

I think I restart and create a new sorcerer lord then.
edwin iljicz komuszko  [developer] Sep 8, 2014 @ 12:12pm 
Currently the circle with the most spells implemented is Death, followed by Destruction.
Patrick Sep 8, 2014 @ 12:19pm 
Thank you!
Patrick Sep 9, 2014 @ 4:35am 
Thanks for the new tutorial window placement and now proper interact window.

Sorcerer Lord Creation
Spells
I see there are tier 3 spells offered, but I'm never able to choose some. From your Wiki I got that you need mastery in a spell circle, but how do I archive that?

The warning message when clicking done should be more specific if you have leftover Lord Points or spells to choose from instead being general.

Unit Detail Window/ Unit Roster/ Unit Preview Battle Map
Would be nice to have little icons next to the attack types (melee, ranged magic) that show what kind of attack a unit has (piercing, bludgeoning). This helpt too reduce the need to check out the advanced tab and fasten gameplay. This somewhat important to quickly see what to counter or weakness.
For example Ghost:
Melee: 8-14
(below this line)
Spear Icon(piercing) Club Icon(bludgeoning)

Skeleton Archers
Armor
Class: 13
(below this line)
Spear Icon(piercing resistance) Sword Icon(slashing resistance) strike-through Club Icon(bludgeoning vulnerability)


Maybe try to merge Portrait, Skill and Advanced tabs into one. Or at least have an expanding tooltip with more details.
The attributes can stay on an extra tab. I don't care how derived stats of various saves are calculated.


Spells
Static Charge versus Weakness
Static Charge - Cost 12, No saving throw, Effect: -2 Hit Chance
Weakness: Cost 8, Saving Throw Fortitude, Saving Effect Negates Hit Penalty, Effect: -2 Damage & -2 Hit Chance
I would say Weakness beats Static Charge even if the target does save. Static Charge is to expensive under this conditions or Weakness to cheap.


World Map
Somewhat hard to select and move units next to, or on a mountain hex, if there are several mountain hexes next to it. I need to actually aim my cursor at the hex below.
See screenshot: http://imgur.com/VnyWSkH
edwin iljicz komuszko  [developer] Sep 9, 2014 @ 4:53am 
Originally posted by Dragoon:
Sorcerer Lord Creation
Spells
I see there are tier 3 spells offered, but I'm never able to choose some. From your Wiki I got that you need mastery in a spell circle, but how do I archive that?
Mastery is a discipline that's not yet implemented.

The warning message when clicking done should be more specific if you have leftover Lord Points or spells to choose from instead being general.
Noted.

Unit Detail Window/ Unit Roster/ Unit Preview Battle Map
Would be nice to have little icons next to the attack types (melee, ranged magic) that show what kind of attack a unit has (piercing, bludgeoning). This helpt too reduce the need to check out the advanced tab and fasten gameplay. This somewhat important to quickly see what to counter or weakness.
For example Ghost:
Melee: 8-14
(below this line)
Spear Icon(piercing) Club Icon(bludgeoning)

Skeleton Archers
Armor
Class: 13
(below this line)
Spear Icon(piercing resistance) Sword Icon(slashing resistance) strike-through Club Icon(bludgeoning vulnerability)
Good ideas. This definitely would ease things up. We'll see what we can do.



Spells
Static Charge versus Weakness
Static Charge - Cost 12, No saving throw, Effect: -2 Hit Chance
Weakness: Cost 8, Saving Throw Fortitude, Saving Effect Negates Hit Penalty, Effect: -2 Damage & -2 Hit Chance
I would say Weakness beats Static Charge even if the target does save. Static Charge is to expensive under this conditions or Weakness to cheap.
We haven't entered the balance phase yet, so there might be differences in power of spells or units. Static Charge has 3x3 tile Area of Effect, though.


World Map
Somewhat hard to select and move units next to, or on a mountain hex, if there are several mountain hexes next to it. I need to actually aim my cursor at the hex below.
See screenshot: http://imgur.com/VnyWSkH
Noted.
Patrick Sep 10, 2014 @ 2:59am 
Originally posted by reason and dignyty of a dog:

Spells
Static Charge versus Weakness
Static Charge - Cost 12, No saving throw, Effect: -2 Hit Chance
Weakness: Cost 8, Saving Throw Fortitude, Saving Effect Negates Hit Penalty, Effect: -2 Damage & -2 Hit Chance
I would say Weakness beats Static Charge even if the target does save. Static Charge is to expensive under this conditions or Weakness to cheap.
We haven't entered the balance phase yet, so there might be differences in power of spells or units. Static Charge has 3x3 tile Area of Effect, though.

I missed the area effect part of Static Charge. Thanks for pointing this out.


During turn processing, hide the names of lords I haven't meet yet. Instead Merlin turn, Unknown Lord, or kill the message completely.
Tiramon Sep 10, 2014 @ 10:34am 
you should really add a check if a selfmade sorcerer lord has the name 'Type your name here'
By now i had to start alot of arounds and i really hate if i read 'Type your name here Turn' ;)
verandil Sep 10, 2014 @ 11:12am 
We've added some premade names in this case.
Patrick Sep 10, 2014 @ 7:24pm 
Originally posted by Tiramon:
you should really add a check if a selfmade sorcerer lord has the name 'Type your name here'
By now i had to start alot of arounds and i really hate if i read 'Type your name here Turn' ;)


Originally posted by verandil:
We've added some premade names in this case.

Thanks that annoyed me too. I always forget to set a name too.

Maybe instead of having tabs make it more like MoM.
Break the tabs into single screens where the player has to confirm each tab with a done button, but done button is greyed out until everything is set. However have a go back button, so the player can still change things.
For exsample:
Choose faction - Confirm -> Pick lord or custom portrait, color and give name - Confirm -> Choose disciplines and spell circles - Confirm -> Pick spells, one page per spell circle - Confirm -> Start game, or as last page an overview similar to Mirror then - Confirm -> Start game.

This should put an end to new players forgetting to set a name, or picking all spells when multiple spell circles are selected.
Tiramon Sep 11, 2014 @ 11:45pm 
I've played a few turns as draconians by now and i think the draconian javalineers are to overpowered for early game
I can kill all armies that are walking around in the begining with 1 javalineer.
He is flying so most units can only attack him when he is attacking them in close combat.
He has a ranged attack ... so why should he attack in close combat.
The few armies that has ranged units tried to run away...
As long as i don't start the automatic fight i can even win against a far superior army as long as i have at least 1 javalineer.

Most time those battles are won without getting 1 dmg
i'm currently are at turn 120, all units i build are javalineers and i didn't lose 1 of them but killed countless neutral citry units and captured 3 cities

Even with limited ammo it would still be a horror for most enemies, because i just have to take some more javalineers or make hit and run attacks.
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Something different
Neutral cities are very aggresiv for beeing neutral ;)
It reminds me of the roaming creature spam of one of the early rounds
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I can't tell which unit belongs to which player/neutral city
All neutral cities units have the same banner and so look completly the same
Maybe a tooltip could make it easier to say who i'm fighting again
Tiramon Sep 11, 2014 @ 11:47pm 
If i attack with an draconian army (all flying) the enemy tries to escape or stands still until i walk over the complete board and slaughter them 1 by 1 ... this stretches fights.
On the other hand why should they stay if they can't reach me?
Tiramon Sep 12, 2014 @ 12:07am 
Not quite sure why this happens.
In the begining bloodletting costed 5 mana now it casts 13 and as far as i can tell the damage is not increased
My fire arrow costs 24 mana and deals 1-6 dmg ... why would i cast such a spell?
My units sometimes deal more than 40 dmg with 1 attack ...
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Date Posted: Sep 7, 2014 @ 6:21pm
Posts: 49