View Full Version : next patch?
10-22-2008, 10:11 PM
i imagine theres another patch planned. what do you think will be in it?
10-24-2008, 12:24 AM
I'm hoping for some AI, i.e. pathfinding, improvements, and some better animations. I assume that it's common for a follower or enemy to phase half-way across the screen while following or rushing you, or for a slain enemy to do so as it's falling to the ground. Also, I would like to see a more hex-like combat system so you can actually see who is attacking who in multiple-engagement combat. And cleaner, slower combat animations would still be nice, not to mention the elsewhere mentioned really, really lame "screen shake".
I also hope the dev's have listened to the "balance" thread IRT the purchase of resources.
I'm sure we'll see a lot of little bug fixes that have been mentioned here as well. Overlap of portraits on character screen, follower boot-ability, etc. Hopefully we'll see a larger field of view, and less missed clicks. I about set my hair on fire today when my character kept running past enemies (which, BTW, I had to chase down since my faithful followers were rushing them off-screen) instead of attacking them, while I was right clicking! WT*!!?? I might note that not all of them were off-screen, so it's not just that I forgot to switch buttons....[/rant]
10-24-2008, 08:33 PM
I would really like to see a fix for the "can't dismiss workers/demolish buildings" bug.
10-25-2008, 02:44 AM
so far, the ideas that come to mind right now are:
a) you can only have one potion active at once. there not many potions, it doesnt seem like it would be a game breaker if you could have more than one active at a time.
b) i wish there was more loot to be found.
1) armor/weapon sets would be cool to see and fun to collect.
c) maybe some kind of persistent character option where you could lead him through as many maps as you want, retaining level/equipment/reputation.
d) basic group control (i.e. retreat, aggressive, passive, etc.)
e) ranged combat seems unintuitive for your character being he/she seems to aggro the most. same with magic.
f) the later areas to conquer seem to slow the pace of the game down some. i enjoy the difficulty and danger tho.
g) unique visitors with special traits, i.e. faster production but slower research or a farmer that gives a gold bonus.
h) it might just be me learning to play, but i feel im wayyyy to reliant on spamming health potions even with a healer and high priest in the group. so i end up having 5 or 6 herbalists in my town just to have 30-40 health potions produced in a "reasonable" time.
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