Root
Steinar Aug 21, 2020 @ 11:09am
A Feedback List (Bugs / Suggestions)
General
  • An Undo-button would be nice.
  • A way to shorten Battle animations would be nice.
  • Various camera angles make viewing bottom clearings problematic.
  • When you are in Battle, it doesn't let you check the board state in case you want to save your Ambush card for a different clearing / battle.
  • It would be nice to have a clearer indication as to what step/phase we're on.
  • A way to toggle faction-colored borders around buildings/tokens on the map would be nice to make distinguishing them easier.
  • It isn't clear how many points you get if a lot of pieces are taken down (esp. if wood and "Favor of X" cards are involved), because the "+X" thingies stack on top of each other and the speed (delay between "ding" sounds) is uneven (sometimes you still receive points even after the camera moved to another clearing).

UI
  • When viewing an opponent's hand, it's possible to hover your mousepointer over one of your opponent's cards, then the card will appear in the middle of the screen. This seems unnecessary and will sometimes block the middle card.
  • It would be nice to have a quick view of vital information by mousing over the portraits of opponents.

Cards
  • Playing a Dominance card ends your turn.
  • The discard pile cannot searched and inspected at any time, but it should (Rule 1.2.2).
  • Scouting Party has incorrect price (3 mouse instead of 2).

Marquise de Cat
  • Field Hospitals activates at the start of Marquise's turn instead of instantly during Battle.
  • As attacker, if the opponent plays an Ambush card, Marquise will be asked to activate Field Hospitals during the Battle to revive the two lost warriors, but without the option to spend cards. This causes the game to become stuck on the Battle screen.
  • Doesn't get to choose specifically which Wood token(s) to spend when they have more Wood tokens out on the board than the cost of the building they're trying to build.
  • Workshops are listed above/before Sawmills on Faction Details and when choosing which building to Build. In the board game, Workshops are listed after Sawmills. Seeing it the other way around is a little weird.

Eyrie Dynasties
  • When going through Turmoil, if you minimize the window where you select a new Leader, you're unable to open Faction Details and Supply.
  • When you play with the Charismatic leader (recruit 2 warriors instead of 1), and you have only 1 warrior in supply, the game doesn't allow you to place the last warrior before Turmoil (Rule 2.5).

Woodland Alliance
  • While using Mobilize, the icon for the cancel button changes to a play button after mobilizing the first card.
  • We have fox warriors and mice using speakers, but where are the bunnies?

Vagabond
  • When the Vagabond aids, the type of card given can be seen by everybody. Shouldn't this be hidden?
  • Icon for Explore action depicts a ruin, but in my head it would make more sense if it depicted the Torch.
  • The 3D model for the Ranger doesn't have a pallid eye with a scar over it, like the illustration does.

Challenges
  • During 'Pacifist' challenges, a battle can be initiated by clicking on the big Shield icon (the one explaining the special rule of the challenge). It also seems the empty space where the battle/strike buttons would be is still clickable.

A.I.
  • The A.I. could benefit from having a priority telling them that it would be best to sometimes attack the buildings/tokens of the opponent leading on points instead of some other opponent.
  • The A.I. should be more interested in hitting buildings. It's content hitting warriors most of the time. And sometimes ignores buildings when they could hit undefended ones.
  • Sometimes the A.I. will spend 2-3 actions to move a warrior for the Woodland Alliance back and forth between the same two clearings repeatedly for no purpose.
  • I find it ineffective for the Woodland Alliance on HARD difficulty to use one lonely warrior to attack three cats instead of turning the warrior into Sympathy (through the Organize action). In general, Woodland Alliance attacks a lot with no hopes of hitting buildings/tokens when instead it would be more efficient to Organize for points.
  • The Eyrie Dynasties seem to always select the Despot as their opening Leader.
  • The Eyrie Dynasties goes into Turmoils quite often, when it would be very easy for them not to.
  • Marquise de Cat just simply doesn't recruit enough warriors to defend itself or threaten the Eyrie. Seems to spend most of it's actions on removing Sympathy tokens.
  • Marquise de Cat will Overwork defenseless Sawmills surrounded by Eyrie warriors, effectively giving the Eyrie free points.
  • Woodland Alliance will spread Sympathy into Marquise clearings, giving the Marquise free VPs when the Marquise is very close to a win. A human player wouldn't do this, and it would be logical if the A.I. could consider other options for spreading it's Sympathy in such situations.
  • You can win on Dominance because the A.I. will move out of the clearings you need to rule.

Multiplayer
  • There should be a way to tell the turn order, and possibly even set it manually.
  • At the start of Battle, the game spoils that the defender has a usable Ambush card in hand by telling the attacker "<defender> is considering options".
  • Suggestion to be able to filter non-public (locked) and public (unlocked) games from the browser list.
  • Have the option to exit out of the game lobby. If you click on a game in the multiplayer list it takes you to lobby, and ALT+F4 is the only way out.
  • Suggestion to be able to fine tune turn timer limit for password protected games, so you and your friends can be able to set it to whatever you want.
  • Chat during a match is problematic. You may type something, then something on the board happens and you aren't typing anymore -- You need to click there again to type in. And sometimes you can't see the text that you typing. Both of these combined make using a chat quite frustrating experience.
  • Suggestion to add message notifications so we don't miss communication during a match.
  • Would be nice if you could invite friends directly to a game.
  • There is no way to add people you are playing with (or have just played with) to your friends list. You only know their nickname, not their nickname + 4 digit ID.
  • Could we get chat enabled for victory screen?
  • In the 'Active Games' menu, show the player who's intended to take an action as the active player. If the game waits for a player to decide if they should use an Ambush card, show that person as the active player, not the person initiating Battle.
Last edited by Steinar; Aug 25, 2020 @ 4:06am
< >
Showing 1-15 of 155 comments
Anolise Aug 21, 2020 @ 11:59am 
A problem for Marquise AI I've noticed is that they spend way too much time removing sympathy tokens instead of building their core economy. A result of this is that the Marquise AI is frequently starved for resources in games where the Alliance is also present.
Steinar Aug 21, 2020 @ 12:05pm 
I've had the same experience. Updated the OP to include a mention of it.
Hyorin Aug 21, 2020 @ 12:58pm 
I don't know if the purpose is to gather all issues/remarks at the same place.

Challenge - Pacifist (bug)
During 'Pacifist' cahllenges, a battle can be initiated by clicking on the big Shield icon (the one explaining the special rule of teh challenge)

Vagabond - Tinker (suggestion)
Being able to see the full Discard before using the Tinker special ability would help to check in which zone we may need to go (for the slip event for example)
Steinar Aug 21, 2020 @ 1:22pm 
I wasn't planning on making a comprehensive list, but I'll add these two as well as they are very relevant.

The discard pile is actually public information at all times according to the Law of Root:

1.2.2
Discard

The discard pile can be searched and inspected at any time.
Last edited by Steinar; Aug 21, 2020 @ 1:22pm
Anolise Aug 21, 2020 @ 2:01pm 
I think the reason Marquise goes after sympathy tokens is that they're usually defenseless, and AIs probably greatly prioritize attacking a defenseless target. This could be solved through a weighted calculation that also takes into consideration how many pieces that are threatened by the sympathy token, so the Marquise doesn't spend time removing tokens in empty clearings. They could also take into consideration how many supporters the Alliance has (prioritizing removing the token if the Alliance is very likely to have matching supporters).
smugskull Aug 21, 2020 @ 4:58pm 
Great post! Another thing that I saw is that the game spoils when someone has a ambush card, because it gives them the option to play it. When a player does not have an ambush card, the game doesn't show the message "they're considering options" or something like this
Han-Tyumi Aug 21, 2020 @ 5:08pm 
Originally posted by smugskull:
Great post! Another thing that I saw is that the game spoils when someone has a ambush card, because it gives them the option to play it. When a player does not have an ambush card, the game doesn't show the message "they're considering options" or something like this

Yeah, but only solution i see is to make defenders press confirm every time when you can use ambush even if they don't have it, which would really slow down asynchronous games. But I guess they can make it as an option during game creation, so you can turn it on in fast games.
Riki Aug 21, 2020 @ 5:10pm 
1) It seems to be counting wood tokens towards dominance. With 3 birdies I was unable to build in a Fox clearing containing a sawmill and 3 wood.

2) I had a Rabbit and a Fox build action. I couldn't complete the fox action, but it wouldn't let me build the nest in the Rabbit location either. I believe you can execute the actions within a column in any order, and only go into turmoil if you can't fully complete an action.
Anolise Aug 21, 2020 @ 10:35pm 
For ambush, I wonder if it's possible to tag a player or clearing beforehand like "I want to play an ambush here/against this person" and then have the ambush cards get played automatically when the conditions are fulfilled. I think this would actually feel great because then it would be like you're really setting up a trap and hoping the enemy will fall into it.
This would solve both issues of avoiding spoiling people's hands and speeding up async games.
Last edited by Anolise; Aug 21, 2020 @ 10:35pm
Sekraan Aug 22, 2020 @ 12:43am 
Great suggestions. Additional ones for the Multiplayer UI:

1. Have option to filter non-public and public games (with or without the lock)

2. Have option to exit out of game lobby. Right now if you click on game in MP list it takes you to lobby and alt-F4 is the only way out. I didn't see any other option. It's baffling that this wasn't included, seeing as there is a separate 'Join' button after you enter lobby. [it's possible that this is a bug; I see back button for non-password lobbies, but public ones I've tried it hasn't appeared]

3. Have option to fine tune turn timer limit. You can only have it at 3 minutes/days right now. I can understand wanting standardization for public games, but for password protected ones played amongst friends, you should be able to set it to whatever you want.
Last edited by Sekraan; Aug 22, 2020 @ 12:47am
Han-Tyumi Aug 22, 2020 @ 1:19am 
Also chat during a match.
You may type something, then something on the board happens and you aren't typing anymore, you need to click there again to type in. And sometimes you can't see the text that you typing. Both of these combined make using a chat quite frusruating experience.
HawthorneWipe Aug 22, 2020 @ 2:13am 
For me so far the most problem is with the camera. It's really difficult to see the bottom clearings.
Anolise Aug 22, 2020 @ 2:46am 
Agree about the camera. It should be possible to scroll down considerably further than it is currently.

Another problem with Marquise AI: They choose to overwork a defenseless Sawmill surrounded by Eyrie warriors, effectively giving them free points.
Deshliem Aug 22, 2020 @ 3:07am 
Vagabond AI went into the forest and then the game just didn't continue to the next player anymore and got stuff on Vagabond turn
asti uvu Aug 22, 2020 @ 4:01am 
Originally posted by Hyorin:
I don't know if the purpose is to gather all issues/remarks at the same place.

Challenge - Pacifist (bug)
During 'Pacifist' cahllenges, a battle can be initiated by clicking on the big Shield icon (the one explaining the special rule of teh challenge)

Vagabond - Tinker (suggestion)
Being able to see the full Discard before using the Tinker special ability would help to check in which zone we may need to go (for the slip event for example)

Adding to the Pacifist bug:
You can also initiate battle by clicking on the empty space in the container of your actions (where normally the two buttons for Strike and Attack would be). Seems like the buttons are just hidden but still clickable?
< >
Showing 1-15 of 155 comments
Per page: 1530 50

Date Posted: Aug 21, 2020 @ 11:09am
Posts: 155