one of the programmers mentioned that there is currently a bug wrt to item drops:I did run into one city that had 4 trebuchets and a bunch of mages behind a stone wall that could have complicated things if my mage hero hadn't had Chaos Rift... it's pretty much GG once that thing is cast if your opponent can't dispel it. Funny thing was the AI cast it on me first but I had enough to disjunction it.![]()
I've been finding myself missing the mage towers, casting system, item design and top tier unique racial units of the old games more and more. Of course balance would be harder if we could teleport armies, cast multiple spells in a turn, design truly powerful items and combat other races specific niche units without a 1:1 response of our own but it would sure be a lot more fun in my opinion. As it is I feel like I'm playing a Civ/Total War lite in a fantasy setting that is quite enjoyable short term but somewhat generic in it's systems while its predecessor had a distinct feel all of its own (and its own problems of course).
Some quality of life improvements that I would quite enjoy would be a pre battle staging phase so that we can arrange our forces, a leader toggle for our armies, slower population growth (city spam is very easy), a slower/more expensive but more diverse and powerful item creation system, a faction hero/item menu, more diverse rewards from nodes and dungeons (if i see one more blowpipe/crossbow/bow/zap/spirit/wand...) and an AI that is more willing to explore and level up their units in harder difficulties. Newly conquered cities need to rebel if you don't keep a significant force in them... I think I even razed one without a single unit in it and there was no issue. Also some node diversity would be stellar, I'm a bit tired of seeing the same dungeon room... mining area... power resource template over and over. I got excited when I went to an ice node until I noticed it was exactly the same just translucent and white.
By the way is there a point to morale if you don't use pure Good/Evil units? There don't seem to be many of them available at any rate. In my game I've been rolling pure evil Orc Warlord and killing everything in my path and none of my units or cities seems to give a damn, everyone is happy all the time. Perhaps it is mainly terrain based? Most of my world is pretty liveable and I have a unique node that eliminates blight penalties.
The RNG is too clever for it's own good in this case. It tries to match the value of your reward to the strength of the enemies you defeated. There is randomness there, but due to the limited variety in defender strengths, some items never get picked. We have a case to try and fix it, hopefully for the next patch. You're right about it being a pity, we have over 100 items and only 10-20 ever seem to drop. I was playing on one map and I managed to get 3 shields of static shield (they drop from Pirates nests on the water).
Dungeon Crawls would be really freakin sweet, actually. Take your units through a dungeon, fighting different shit and coming up against some kind of boss with a unique ability at the end? Yes, please. A game inside of a game inside of a game. ;DFinal 2 cents: I find that I enjoy the early game quite a bit as that is when tactics matter most, it is also fun to go item hunting in the "dungeons"... I really wish they were crawls with final bosses instead of just a room with the exact same mobs per difficulty level each time. Still it is fun to get some quirky loot here and there. Mid to late is when the game becomes a bit of a drag due to the tier IV unit spam; tactics cease to matter as everyone just rolls flying cavalry or other units that are immune to mind control and are highly resistant to stuns and other effects. But even if they weren't the AI is able to cheaply dispel any buff/debuff immediately afterwards so all you are left with are heals, DD, and dooms day spells like Chaos Rift because Disjunction is too expensive to cast usually.
The game would really benefit from unit restriction options, slower research and a minimum duration for certain status effects (or more spells per turn), also a way to debuff willpower like in AoW2 would add some spice to things. You had no guarantee of success and it could cost you some units to pull off but when you did it was exciting and great fun.
Increased the research costs of skills to slow down progression through the skill tree.
Increased cost of racial tier 3 unit building to 300 gold and 100 mana.
Decreased the base production of cities.
Fixed issue with 'Libraries' and 'Observatories' generating too much knowledge.
Wait till the first expansion or major DLC comes out, as it stands AOW3 is much like CIV5 at release; the potential for a good game exists but for now it is a flawed mess that focused more on making every race blandly equivalent to one another rather than fun. The first few hours are great until you see the man behind the curtain and realize that every fight is more or less the same, with the same enemies and takes place in the same locations over and over. The 1 spell per turn rule is the main culprit for the lack of variety in this game, stemming from that they have had to neuter everything else; melee vulnerable fliers, lack of over world spells/buffs, loss of meaningful terraform abilities, lack of unit special abilities, pointlessness of in combat buffs vs another faction and weakened hero and item crafting. Nothing takes the magic out of gameplay quite like removing double attack, walk through wall, domination, break will, net, ensnare from items and leaving in their place spread sheet tweaks like +1 resist or +20% FR.That patch makes it playable on my monitor. Any tips for making things more enjoyable? Gonna pick it up I think.