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Feedback on New Horizons

   DS

 
 
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СообщениеДобавлено: Пт Апр 15, 2016 14:57     Заголовок сообщения: Feedback on New Horizons

Hello there, I registered here to post about NH Smile

I think Eador is one of the best strategies out there, so it's great to see such a complex mod for it. I particularly like:
- The overhaul of non-human races and alliances.
- Many new units and new unique unit abilities, like shield bash or everything the halfling bard has.
- New diplomacy options. I keep discovering new ones, like allying with the inquisition or getting the bird people to join you after you have an alliance with another race.
- Manual province defense. It's fun and I no longer feel I'm wasting hard earned money on guards who lose fights they should've won.
- New economy model. It's still hard, but not as punishing as in the base game.
- New art. It's really good, some of it is so similar to base game's style I don't think I would be able to tell if it was in the game originally or not. Some of it kinda sticks out (like the Homm3 behemoth is in a different style than most sprites), some of it looks a little wonky (witcher, elf baldemaster, the new spiders, I don't know if these are borrowed from somewhere or what) but great work overall.

I've played the campaign with the 15.1231 version, translation 2.60 on expert difficulty.
- I think http://eador.com/B2/viewtopic.php?t=3553 is still an issue, either that or I just can't keep up with the AI. I don't have saves from these missions, unfortunately. Some things I saw:
- generic AI ruler (competent or skilled, I can't remember), day around 50-60, he has a ringleader level 15 or so (high, but not that incredible) + a bunch of very high level ,n.innerHTML=`Дедлайн через ${d} ${1==d?"день":d>1&&d<5?"дня":"дней"} ${t(~~(s%864e5/36e5))}:${t(~~( units and 3 gargoyles... level around 30.
- large map, one of the rulers is Oum (expert). At around day 100 he has a warrior (master assassin, I think, it wasn't a chieftain) level 30 with two minotaurs level 30 and a bunch of veteran tier 1-2 units + at least 2 other heroes around level 20+ with similar armies. I don't know if that's even possible unless there's something wrong with the xp modifiers.

- I think the neutral locations level grows way too high on some (larger?) maps. On one in particular, after clearing the 1st circle and most of the 2nd (one 2nd circle location had "DOMContentLoaded",()=>{let t=-179-(new Date).getTimezoneOffset();document.querySelectorAll( gnoll units so I had to avoid it), all I saw was: barbarians with behemoths, giant nomad armies and undead with multiple ghosts, all way too strong for me. I eventually broke out thanks to diplomacy, but most provinces on that map looked like they had the highest guard level possible. I think the difficulty curve of neutral province guards should be smoother, with less very hard provinces overall.

- the improved bonuses, units especially (like elves), you get for conquering shards now make the home shard defense mission much easier. Intentional?

Some random thoughts:
- I don't like units that ignore all terrain features (rats, orc archers). The terrain obstacles should be there for a reason. Nothing major, but it's slightly annoying to me.
- the orc shaman guy summoning totems with aoe attack is awkward and really hard to deal with on low levels. A 1st circle orc province is in my opinion way harder to deal with than any other right now.
- I think the adventurers guards could use a little buff with all the new units running around. Personal opinion but I would remove the orc and the goblin (their morale is horrible and IMO they don't really fit with the rest lore-wise) and the fairy and add a high-level barbarian (what kind of adventuring party doesn't have a barbarian?), a ranger (possibly for the elf?), a lizardman and a veteran spearman.
- I'd like to see more low-mid level locations in the early game provinces and less dragons and warlocks. This is not exclusive to NH but I almost never get to fight them (because the map is already over by the time I could) and new heroes I recruit later have nothing to fight to level up.
- Isn't the casino a little too good? For a tiny amount of gold you get gold income, gold % bonus and gem income AND a way to trade gold/gems? Not complaining, but it's really, really good. Shouldn't trading ability come from one of the market upgrades?
- I think the % chance of getting the upgrade to a veteran unit should be higher. You lose all your upgrades and level when you do, so it's not fair that sometimes you get it on level 10 and sometimes 15.
- why can't barbarian tribe guard be set on hills? Neutral clans spawn on hills all the time.
- I get why all 1st circle provinces are explored to 75% but it looks a little artificial. Maybe it could be something like 60-80% for plains, 50-60% for forests, etc?
- lizardmen archers have poison attack, but regular lizardmen can't even learn it. I know the regular warriors use spears and archers bite, but still.
- brotherhood of light and monk guards really need a buff (maybe add some swordsmen/crossbowmen to them?) right now they're just free xp for everyone outside smallest armies. They're so bad I'd rather use local militia than them.

Some things I'd like to see:
- choosing hero's starting skills. Not a new suggestion, but I hate getting necromancy when I'm playing for the good side, and some skills i just don't like having.
- a choice between 2 stats (from random among 3 strength, magic and command) on level-up.
- choosing a skill from more than 1 on level 10. It sucks when you want to go for a specific class but have to take a bad skill to do it.
- choosing upgrades for units that are recruited with higher level.
- fishing huts in costal provinces. More gold income is always good.
- a way to heal for the evil side. Maybe add healing as a potential upgrade for mid/high shamans, like fairies have?
- more special attacks/skills like shield bash. For example pikemen or halabardiers (maybe high level spearmen?) could skip a turn to get a free shot at any unit passing by them until next turn.
- I have no idea if that's even possible from technical standpoint, but I'd love to have a way to explore provinces without using heroes. On bigger maps you hit the limit on most provinces so fast you can't possibly explore even half of them. IMO some guards like adventurers, hunters or rangers should explore the province, even if it was 1% a turn. Not necessarily interact with stuff (that would be a giant balance issue), but just discover locations and allow more room for the town to grow.
- More unit scrolls/eggs! These are great. Same with neutral locations that allow recruiting units.
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   Boon947

 
 
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СообщениеДобавлено: Вс Апр 17, 2016 19:44     Заголовок сообщения: Re: Feedback on New Horizons

DS писал(а):
Hello there, I registered here to post about NH Smile

Welcome! It's always nice to meet other Eador fans Smile

Цитата:
Manual province defense. It's fun and I no longer feel I'm wasting hard earned money on guards who lose fights they should've won.

I played the Forest Spirits against 8 high-level giant spiders, and boy did I get my ass spanked Wink

Цитата:

I think there's a way to get a log of what the AI did. I'll have to take a closer look.

Цитата:
the improved bonuses, units especially (like elves), you get for conquering shards now make the home shard defense mission much easier. Intentional?

I don't think the Campaign is taken in consideration for balance issues.

Цитата:
the orc shaman guy summoning totems with aoe attack is awkward and really hard to deal with on low levels. A 1st circle orc province is in my opinion way harder to deal with than any other right now.

Since 15.1231, he summons a totem which fires the AoE spell, but he used to cast an AoE spell himself (in previous versions).
Do you think the totem setup makes Orcs more dangerous?

Цитата:
I think the adventurers guards could use a little buff with all the new units running around. Personal opinion but I would remove the orc and the goblin (their morale is horrible and IMO they don't really fit with the rest lore-wise) and the fairy and add a high-level barbarian (what kind of adventuring party doesn't have a barbarian?), a ranger (possibly for the elf?), a lizardman and a veteran spearman.

I never liked the evil units in that squad.

Цитата:
I think the % chance of getting the upgrade to a veteran unit should be higher. You lose all your upgrades and level when you do, so it's not fair that sometimes you get it on level 10 and sometimes 15.

I emphatically agree. I could tweak the English version to boost that probability, but I don't like diverging from the Russian version.

Цитата:
brotherhood of light and monk guards really need a buff (maybe add some swordsmen/crossbowmen to them?) right now they're just free xp for everyone outside smallest armies. They're so bad I'd rather use local militia than them.

I use them sometimes for the morale boost.

Цитата:
Some things I'd like to see:

See also http://eador.com/B2/viewtopic.php?t=3618

Цитата:
choosing hero's starting skills. Not a new suggestion, but I hate getting necromancy when I'm playing for the good side, and some skills i just don't like having.

Yes! I actually hacked my version to have fixed starting skills for some classes.
How would you feel about that? (It's definitely worse than having a choice, I know.)

Цитата:
I'd love to have a way to explore provinces without using heroes. On bigger maps you hit the limit on most provinces so fast you can't possibly explore even half of them. IMO some guards like adventurers, hunters or rangers should explore the province, even if it was 1% a turn. Not necessarily interact with stuff (that would be a giant balance issue), but just discover locations and allow more room for the town to grow.

That sounds like an excellent idea.

Regards.
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   DS

 
 
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СообщениеДобавлено: Ср Апр 20, 2016 15:11     Заголовок сообщения: Re: Feedback on New Horizons

Thanks for the reply,

Boon947 писал(а):

I think there's a way to get a log of what the AI did. I'll have to take a closer look.

It seems bugged to me. I know the AI cheats in some ways to make the game more interesting but facing a level 30 when I'm not even at 20 is a little much.

Цитата:

Since 15.1231, he summons a totem which fires the AoE spell, but he used to cast an AoE spell himself (in previous versions).
Do you think the totem setup makes Orcs more dangerous?

This is the first version I've played, so I can't really compare them, but he seems very, very strong for a ,n.innerHTML=`Дедлайн через ${d} ${1==d?"день":d>1&&d<5?"дня":"дней"} ${t(~~(s%864e5/36e5))}:${t(~~( unit. You can deal with them by spreading out units or destroying the totem before it fires, but I often see these guys in first circle provinces. If even one totem goes off that's massive damage to multiple units and high magic resistance is not common among early units.

Цитата:
I use them sometimes for the morale boost.

Sure, but the AI uses them too and they're laughably bad. The shamans/sorcerers guards are good because they have a high damage output, healers and monks can heal... and then they run out of ammo and die.

Цитата:

Yes! I actually hacked my version to have fixed starting skills for some classes.
How would you feel about that? (It's definitely worse than having a choice, I know.)

IMO that's better than a 100% random skill.
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   Boon947

 
 
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СообщениеДобавлено: Ср Апр 20, 2016 19:07     Заголовок сообщения: Re: Feedback on New Horizons

DS писал(а):
Boon947 писал(а):
I actually hacked my version to have fixed starting skills for some classes.
How would you feel about that? (It's definitely worse than having a choice, I know.)

IMO that's better than a 100% random skill.

For the next release, I'll put the hacked binary up for download.
Those who prefer a known skill over a random skill can then replace the standard binary.

Do you agree with these choices?

Warrior : Combat
Scout : Marksmanship
Wizard : Thaumaturgy

Regards.
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   Surgeon

 
 
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СообщениеДобавлено: Чт Мая 26, 2016 16:04     Заголовок сообщения: Re: Feedback on New Horizons

Boon947 писал(а):
DS писал(а):
Boon947 писал(а):
I actually hacked my version to have fixed starting skills for some classes.
How would you feel about that? (It's definitely worse than having a choice, I know.)

IMO that's better than a 100% random skill.

For the next release, I'll put the hacked binary up for download.
Those who prefer a known skill over a random skill can then replace the standard binary.

Do you agree with these choices?

Warrior : Combat
Scout : Marksmanship
Wizard : Thaumaturgy

Regards.


If he doesn't, I agree. But how about the Commander?
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   Boon947

 
 
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СообщениеДобавлено: Чт Мая 26, 2016 16:14     Заголовок сообщения: Re: Feedback on New Horizons

Surgeon писал(а):
But how about the Commander?

I haven't had time to play the Commander.
Which starting skill do you vote for?

Regards.
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   Surgeon

 
 
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СообщениеДобавлено: Чт Мая 26, 2016 18:52     Заголовок сообщения: Re: Feedback on New Horizons

Boon947 писал(а):
Surgeon писал(а):
But how about the Commander?

I haven't had time to play the Commander.
Which starting skill do you vote for?

Regards.


Leadership or Discipline. My first opinion is Leadership without a doubt; its name plainly asks for that. Smile Since the Commander is pretty weak in the beginning of the game, leveling up more quickly seems to be relatively important for the units to bump up their stats, plus the morale bonus is nice. But what makes me think about Discipline is Leadership might at the very start seem a bit too weak, when every single HP is important. The +1 HP from Discipline in that sense might be more valuable (along with the nice resistance bonus).

Perhaps if the EXP gain would be bigger, like in the case of Wisdom with the hero. But I realize that would be a bit OP (at lvl 5 it would hypothetically be +50% experience gain and the commander already does seem overpowered in the late game). Perhaps the exp gain from Leadership should be higher in the beginning and then lower later on, to offset that?

By the way, regarding the choice of skills, it's not just about starting. It's always a problem if you don't simply want to go "evil" and want some magic - there's always a chance to get Necromacy. I always get pissed off when I want to get my Scout into a Ranger and he suddenly has got to become a necromancer.
Does that depend in any way on karma? I think it doesn't. If it did (e.g. negative karma yields that) I would understand it.
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   DS

 
 
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СообщениеДобавлено: Пт Мая 27, 2016 10:53     Заголовок сообщения:

Oops, it's been a month already? I've been busy, sorry Smile

I'd say:

Warrior : Weapon Master (or Combat, you want both). Seems like an obvious choice.
Scout : Marksmanship. Scouting would work too.
Wizard : Thaumaturgy is good because it works on damage spells and enchantments. Doesn't help with summoning but I don't think anyone plays pure summoner anyway. Wisdom would work too, it's role-neutral, gives a nice experience bonus and spell slots.
Commander: This is a tough one. Most direct you into specific roles that you might not want, so Leadership seems most neutral. It's not that great of a skill but it's best as early as possible, if you ever want it's from level 1.
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