2 Suggestions to improve a great game

Fantasy General II - Invasion is the reimagination of the strategy game classic from the 90s!

Armies once again draw battle-lines on the war-torn land of Keldonia, and a new generation of commanders will test their bravery and tactics against each other. Fantasy wargaming is back!
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PanzerG
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2 Suggestions to improve a great game

Post by PanzerG »

2 suggestions to improve a great game:

1) I'd really like to use a tailormade army....
Basically I have to use the same army in all scenarios. I'd prefer to pick units from a pool instead. Some scenarios need a more defensive army, others a fast moving one. Swamp ? Rivers ? Break through a wall ? Why would I use the same army ?

2) Something that really puzzles me: If I use an artifact on a unit that provides a aura, why doesnt the unit itself get the effect ? Malrics Helmet or the Tireless Archer eg dont let the unit bearing it profit from the aura. Somewhat weird, because it takes a slot on the unit, but doesnt let it benefit from it.
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Re: 2 Suggestions to improve a great game

Post by OBG_primetide »

Thanks as always for the feedback,
we have looked at option 1) but it has several effects: Your units don't level equally, so you start being disadvantaged in late game when Levels matter a lot. It also would require more resources to hire people, which messes with the upgrading "economy" we currently have and it would reduce the amount decisionmaking (as you would get a "just have everything" effect). I get why it sounds attractive, but it would run contrary to many game systems we currently have.

2) Yes, that is a little confusing I admit. Auras are supposed to be "support" stuff, so this is why the unit carrying it does not get the benefits, but it is not intuitive..
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PanzerG
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Re: 2 Suggestions to improve a great game

Post by PanzerG »

OBG_primetide wrote: Wed Sep 25, 2019 8:31 am Thanks as always for the feedback,
we have looked at option 1) but it has several effects: Your units don't level equally, so you start being disadvantaged in late game when Levels matter a lot. It also would require more resources to hire people, which messes with the upgrading "economy" we currently have and it would reduce the amount decisionmaking (as you would get a "just have everything" effect). I get why it sounds attractive, but it would run contrary to many game systems we currently have.

2) Yes, that is a little confusing I admit. Auras are supposed to be "support" stuff, so this is why the unit carrying it does not get the benefits, but it is not intuitive..
1.) the game already has army pool mode in Skirmish...
Gaining experience: you have the same issue with the current system, since you start with a very small fraction of your later army.
I am sure (let alone its in the tradition of the series) that picking the right army from a pool is way more fun, it also ads replay value since you can try different setups.
You could switch to the pool model and balance the exp issue by more/stronger exp auras/artifacts imho.

2) see your point 1: Frontline needs directly working armor, regen, dmg... artifacts, so if i make a unit supportive i have to keep it in the rear which a) limits the range of the aura and b) renders the unit itself useless and stops it gaining experience. Basically only heroes have enough slots for auras... but to unlock them they cant be supportive....
Seriously: make auras work on the bearer of the artifact pls, the current system makes no sense. The only alternative i see (but that seems more complicated to program imho) let the support unit share some of the exp of the units under its aura(s)

Added suggestion 3: the game needs a way to move a ranged unit w/o attacking, eg to move archers right under a flying unit . Clicking the hex their target is on makes them fire right away if they are in range, holding the alt key doesnt work for that purpose. Neither options nor manual have a solution for that, or do I miss smthg ?
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Re: 2 Suggestions to improve a great game

Post by ObG_Chris »

PanzerG wrote: Wed Sep 25, 2019 9:04 am Added suggestion 3: the game needs a way to move a ranged unit w/o attacking, eg to move archers right under a flying unit . Clicking the hex their target is on makes them fire right away if they are in range, holding the alt key doesnt work for that purpose. Neither options nor manual have a solution for that, or do I miss smthg ?
Patch I is released! (v01.00.07250)
Move below flying units possible!
Implemented a key binding ("Movement Skill") to select the movement directly allowing you to move ranged units below flying units or flying units above enemy units without auto-attacking them. Existing Users need to bind the button themselves!!! New users can just use the default "M" key.
PanzerG
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Re: 2 Suggestions to improve a great game

Post by PanzerG »

I promise to read the next patchnotes...and the ones you quoted :D

An other possible fix for the "aura not working on artifact bearer" isue: upgrade the Thane a bit ? Right now he is pretty useless bec he is to slow/has to little range.
Give him more of that, all terain tires (or maybe the force march of the shield maidens) and a third artifact slot ? Still a non fighter, but at least a capable support unit ?
Right now I find him only usefull in situations were the army does little movement (defenses, sieges etc...)

(One more argument pro army pool, have a Thane in reserve for scenarios w defense/siege)

Edit. "M" doesn't work reliable,.eg if the aerial unit is above a tower , the archer will still shoot instead of moving. In the same turn it works if there is no building undernaeath the target.

see screenshot:

Image^

edit: spider webs on the ground have the same efect: "M" doesnt move the archers into them.
PanzerG
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Re: 2 Suggestions to improve a great game

Post by PanzerG »

1 more:

while i found a way around the "Veilwood Dilemma" (keep the extra wolfmother w/o negative consequences), Iseal doesnt seem to have that. Whatever I tried, there is the choice between 2 longtime negative alternatives only, rendering the 2 scenarios (Iseal + Veilwood) useless....

Would be nice to have at least 1 positive outcome there.

edit: thought one couldn#t reach the bottom right island, but there are at least 2 ways, see below
Last edited by PanzerG on Sun Sep 29, 2019 8:05 am, edited 2 times in total.
sinbuster
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Re: 2 Suggestions to improve a great game

Post by sinbuster »

If memory serves, that island can be reached by the raven fellow. He has a jump/slam spell with a pretty long range - provided you can see the landing. Iirc, I summoned a few bats to see the island, then jumped over. Was rather disappointed to find just some random item there.
PanzerG
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Re: 2 Suggestions to improve a great game

Post by PanzerG »

Yeah, I realized the "Guardian" spell can do that , too, later, didnt figure it was in Ravencloak range though.
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Re: 2 Suggestions to improve a great game

Post by PanzerG »

Iseal still has 2 choices both with way to bad consequences....

I have tried both an old savegame and restarted the campaign: I can't see any improvement by patch 2, both choices are so bad that the Iseal route is useless.

While "Veilwood" at least has a clever way (don't visit a witch tent) to avoid the curse, Iseal hasn't.

I suggest you install a similar way in Iseal: Make it passible to take Iseal w/o triggering the blood oaks.
PanzerG
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Re: 2 Suggestions to improve a great game

Post by PanzerG »

1 more suggestion: install a possibility to trade/exchange gold/armor/weapons/artifacts/liquid mana....

Right now the game has to much save/load..or the player sits on a pile of useless stuff later in campaign.
Eg those "treasure maps" are totally not worth it. Only create frustration by having to save/load till one finds smthg actually useable instead.
Also weapons/armor are useless later in game, since one hardly upgrades anything anymore.

Take eg the "burial mounds": ever since I read they can drop liquid mana, I either pile frustration or useless stuff...

The game already has trading posts, so why not make them work as their name says ? Once the player has conquered one, it could be used to trade/exchange unwanted stuff to needed things.
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Re: 2 Suggestions to improve a great game

Post by OBG_primetide »

I like the trading post idea...we are talking about things internally, but that could be a way to do it.
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PanzerG
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Re: 2 Suggestions to improve a great game

Post by PanzerG »

Thanks, and pls ignore the stuff about treasure maps, found out it needs the campaign map to claim them.... :D

1 more of the "counter-intuitive" things in the game that make sense on hindsight.... :oops:

Edit: next suggestion: add an upgrade path from shield maidens to winged maidens. Also from armored slingers to thunderers. Both are nice early on, but simply a waste of slots later...
PanzerG
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Re: 2 Suggestions to improve a great game

Post by PanzerG »

Next one: the game has way to much savescum.... 1) it needs an "undo" move 2) remove the most meaningless stuff like negative consequences from blood oaks. Nobody takes them anyway (save/load...) this just disrupts gaming and creates frustration.
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