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The campaign normal comp though is completely stacked against you, almost takes a miracle and savescumming to beat it. Not to mention it clearly has maphack too.
Only 3 options, "easy", "normal" and "hard" is too little!
What if I want a dificulty that is a bit harder than "hard"?
Please developer, add these tweaks to the campaigns! (and please make an expansion pack for a new, superlong human campaign!)
Thanks for the input! Changing AI difficulty is absolutely something of a balancing act and we will be reading threads like this one and also look at statistics to see if we need to make some alterations! We want our game to be a challenge sure, but not an unsurpassable one!
A super long human campaign sounds fun, I guess you are talking about Arleon here? And we will look into adding something to make additional changes to the difficulty in campaigns, just like we did in skirmish! Thanks for the input!
Hey Devs, welcome back! (I think welcome back, you had some time off right?) While you were gone, I took a deeper look into the customizations and a lot more compare/contrast to previous "expected" difficulty vs how it is now.
These are my suggestions:
- New AI is too hard by default. Whatever the old AI difficulty was, make THAT the standard (or maybe tweak it up just a smidge but not where it is now). Reason: It's too much "muchness" to go into each individual AI and tweak their difficulty. There should be a standard - which should be the old standard - and let players make it harder from there.
- For AI difficulty, each AI can be customized with several categories of sliding bars. I would suggest hiding those bars under a "Customize" button, and instead giving each AI several preset options to pick from. IE, gold income, "Very easy/Easy/Normal/Hard/Very Hard/Nightmare". Difficulty should be tiered. Maybe I want one AI to be easy, one AI to be nightmare, and several AI in between? It's a chore to move those slider bars for each AI.
- Do something about defender advantage in castles. The ONLY reason I was able to win against the new default AI was because I could have ranged advantage in castles. AI would often bypass me entirely and not try to pick a fight because of it, but even when they did pick a fight and had overwhelming odds against my defenders, my defenders often won if they were ranged. Melee is pretty much useless for castle defending. NOTE: This suggestion is meaningless unless overall AI difficulty and AI intelligence/learning is tweaked. If the AI can steamroll through defenders due to their current advantages, the game will break completely.
- While we're on the topic of defender advantage and castles, building more guard towers should also equal more ballista. If I have 6 guard towers in a city, I should have 6 ballista fielded. Also, upgrading guard towers should upgrade ballista as well. There is a trade off here - more defending troop cap from guard towers is not enough to sacrifice other buildings that could be present. Ballista shouldn't be a make-or-break for defender advantage, but they certainly don't feel very impactful right now.
- Keep campaign difficulty separate from skirmish difficulty. A lot of forum complaints I saw were people who were enjoying the campaign, then suddenly hit a wall.
- As always, MORE MAPS! :-) The map generator is fun, but very generic. I know the community can create maps but having more official maps to pick from (even if they're RNG maps, just different types of RNG) would really enhance replayability. I beat the campaign once, for each faction, and have spent the rest of my time in Skirmish maps having a blast.
Thank you for reading, and thank you for all you do!
Tempted to uninstall honestly with how utterly broken it is right now.
I bought it in July and finished it in several weeks (Normal difficulty).
Difficulty comes from these points :
- Some missions are literally unbeatable on the 1st try : you have to scout everything and uncover mines and recruitable units ahead of time. Otherwise, you might choose an inefficient path and lose.
- You must avoid casualties : you should win 90% of battles without losing a single unit. This is because the other 10% of battles are so hard that you will need everything you have.
Thus, to be good at Songs of Conquest you need to figure out the correct order of approaching things : which direction to go, which enemies to attack and which to avoid until later and so on...
Since I am not an expert in strategies, I ended up save-scumming quite a lot to minimize casualties as much as I could.
In conclusion, I believe that game is balanced and not too difficult, but it is balanced around finding a perfect approach which I could only find by save-scumming.
I believe that's how it has been in the whole HoMM franchise, but I am not sure if Lavapotion should focus on HoMM fans or more casual fans.
I have no issue with game becoming easier and less punishing, though.
Thanks Isalon! We had a great vacation and are just happy to start working again, and some of the things we are working on are on your list too!
I love your suggestions and you've put them on the proverbial (and digital) paper in a very nice and easily understood way! I'v forwarded it to our devs so that they can read up on it. It's clear that we aren't done with the difficulty of our game just yet. It's always a balance that we keep saying like it's a mantra but it it's still true!
We aim to have a game that is just challenging enough but it shouldn't feel like "running into a wall" after all. Making sure difficulties are changeable is a way of fixing that sure but the base-line have to be on a fun level too.
Thank you for writing and we hope that you'll think the finished and polished version is just perfectly balanced!