Feedback from a player of the original game
Posted: Tue Dec 20, 2022 8:11 pm
I've been playing MoM off and on since the late 90's. It's one of my favorite games and its appeal has been quite enduring.
I am so glad there's a remake that adheres to the basics of the original, but updates the art, UI and includes general quality-of-life improvements, like the city production queue and city border outline.
I do have a few bits of feedback from a couple of play-throughs I've managed to eek out over the last week.
Map:
1. Full screen map - It would be nice to be able to either zoom out on the overland map all the way, or explode the minimap on its own screen.
2. Make cities more identifiable - It's hard to distinguish cities from other things on the minimap.
UI:
1. Too many clicks - Another poster mentioned this and it rang true to me. There's a lot of duplicative clicks to get through menus.
-- a. Caves/Dungeons/Etc. - Join the initial visit screen with the description of what's there. And if there's "something more", just show the choices, don't make the player click to open the list of choices, then click on their selection.
-- b. Casting spells - Here's Earthlore for example:
----- 1. Click "Cast Spell"
----- 2. Search through the spellbook (could be several clicks)
----- 3. Click on the spell to select it
----- 4. Click "Cast"
----- 5. Click on the notification that the spell is ready on the right-hand side of the screen
----- 6. Click on the desired hex to actually cast the spell
-- c. Notifications about both a building/unit being completed and that a queue is empty - Reacting to both ends up clicking on the same city a second time.
2. Too easy to select an entire city's garrison when a new unit is created and end up vacating the city - When a new unit is built or a fantastical create is summoned, the notification takes me to the city and then I click to move the new unit, but accidently move the entire garrison...leaving the city defenseless.
-- a. In the original game, the selected units' entire tile would glow blue. In the new game, it's just a faint golden outline...much harder to distinguish. Make it easier to tell which units are selected when you are looking at the garrison.
3. Timing of notifications - Notifications of spells being researched, ready to cast, unit/building completion, etc. appear at the end of the turn, but then the player cannot respond to the notifications until the enemy turns are complete. I get a big "spell researched" or "spell cast" screen as I end my turn, but then the cast and research buttons at the top of the screen still show "1" remaining until the enemy moves are done. I recommend delaying the popup of the notifications until the beginning of the next turn.
4. Allow follow-on buildings to be added to the city production queue - I want to build the builder's hall, smithy, granary, marketplace and farmer's market as the first thing in any city I build. Or say someone wants to use a city to produce troops; they will need to build a sequence of buildings, each a pre-requisite for the next. In both of these cases, the player has to interact with the production queue at almost every stage. Usually only two buildings can go in the queue at any time. Change the check to see whether a building is buildable or not to include whether it's pre-req is built OR in the queue. If for whatever reason the pre-req is not there when the building's turn in the queue comes up, remove it from the queue and throw a notification.
5. Change farmers/workers on City List screen - Allow players to adjust the worker ratio for each city while in the city list screen. Seeing the real-time effect on production and harvest and fine-tuning in the the individual cities would be a lot easier if you could do it all from this screen.
Combat:
1. Identifying spells in combat - Without knowing what animation goes with what spell or looking at the log, I can't tell what the enemy Wizard is casting in combat. Maybe put a floating text saying "Oberic cast Resist Elements on Halfling Swordsman" on the screen.
2. Allow "no spells" during auto-combat - Similar to Caster of Magic, give options for auto-combat, like prohibiting the use of spells during combat.
3. Make "no spells" apply to Heroes as well - Whether Familiar-led or auto-combat, make it so that the Heroes can be prohibited from casting spells, too.
4. Order of Battle - As others have mentioned, the order of battle can end up being quite chaotic, in a tactical sense, with frontline melee units behind ranged attackers. I presume this is tied to the order the units appear in the tile grouping. Allow players to reorder this, or run an algorithm at the start of combat that puts units with higher melee attack power in front of lower if there are enough to make two lines.
Spellbook:
1. Provide more ways to organize your spellbook - As mentioned in the Earthlore example above: it could take several clicks to find a particular spell.
-- a. Examples: "Buffs", "Direct Damage", "City Enchantments"
-- b. Create a "Favorites" list where you can put spells you know you'll use a lot in that particular match.
Performance/Speed:
This is obviously subjective and always has room for improvement, but these two spots in particular pull me out of the game:
1. Enemy turns take a long time, even with "track enemy moves" turned off.
2. Units take a long time to walk/travel on the overland map.
3. "Move Army" seems to pick different batches of armies to move on any click. Sometimes I have to select the stack and click on their destination again to get them moving.
Balance:
This is not a quality-of-life issue and would be a departure from the rules of the original game, but it really sticks in my craw.
1. Dispelling/Disenchanting unit buffs is too powerful. There's a reason buffs exist in the game. Making them fall off immediately upon encountering an opposing Wizard is a real feel-bad experience.
-- a. In one play-through in the original, my plan was to use a single 9-stack of super-buffed normal units with Warlord and Crusade. I had a bunch of buffs on my units: Holy Armor, Holy Weapon, Flight, Invulnerability. I even made sure to put Spell Lock on them. It took a lot of time to cast all those enchantments and cost a lot of mana, but I figured it would be worth the investment to have a powerful army. Then I attacked an enemy Wizard's city and he cast Disenchant; nine notifications of Spell Lock being dispelled. The next turn he cast it again: 20+ notifications that my spells had been dispelled. It actually had a "Flight and several other spells were dispelled" pop-up since there were so many. I quite that play-through and have never used a unit buff aside from Flight or in combat, since.
-- b. At the very least, make dispelling during combat only suppress the buff until the end of combat and return it at the end of combat, just like Web removes flying for the duration of the combat.
c. Better would be not allowing Disenchant to be cast during combat and only allow Dispel Magic to remove one buff at a time.
Thanks to the developers and publisher for updating such an awesome game for a new generation!
I am so glad there's a remake that adheres to the basics of the original, but updates the art, UI and includes general quality-of-life improvements, like the city production queue and city border outline.
I do have a few bits of feedback from a couple of play-throughs I've managed to eek out over the last week.
Map:
1. Full screen map - It would be nice to be able to either zoom out on the overland map all the way, or explode the minimap on its own screen.
2. Make cities more identifiable - It's hard to distinguish cities from other things on the minimap.
UI:
1. Too many clicks - Another poster mentioned this and it rang true to me. There's a lot of duplicative clicks to get through menus.
-- a. Caves/Dungeons/Etc. - Join the initial visit screen with the description of what's there. And if there's "something more", just show the choices, don't make the player click to open the list of choices, then click on their selection.
-- b. Casting spells - Here's Earthlore for example:
----- 1. Click "Cast Spell"
----- 2. Search through the spellbook (could be several clicks)
----- 3. Click on the spell to select it
----- 4. Click "Cast"
----- 5. Click on the notification that the spell is ready on the right-hand side of the screen
----- 6. Click on the desired hex to actually cast the spell
-- c. Notifications about both a building/unit being completed and that a queue is empty - Reacting to both ends up clicking on the same city a second time.
2. Too easy to select an entire city's garrison when a new unit is created and end up vacating the city - When a new unit is built or a fantastical create is summoned, the notification takes me to the city and then I click to move the new unit, but accidently move the entire garrison...leaving the city defenseless.
-- a. In the original game, the selected units' entire tile would glow blue. In the new game, it's just a faint golden outline...much harder to distinguish. Make it easier to tell which units are selected when you are looking at the garrison.
3. Timing of notifications - Notifications of spells being researched, ready to cast, unit/building completion, etc. appear at the end of the turn, but then the player cannot respond to the notifications until the enemy turns are complete. I get a big "spell researched" or "spell cast" screen as I end my turn, but then the cast and research buttons at the top of the screen still show "1" remaining until the enemy moves are done. I recommend delaying the popup of the notifications until the beginning of the next turn.
4. Allow follow-on buildings to be added to the city production queue - I want to build the builder's hall, smithy, granary, marketplace and farmer's market as the first thing in any city I build. Or say someone wants to use a city to produce troops; they will need to build a sequence of buildings, each a pre-requisite for the next. In both of these cases, the player has to interact with the production queue at almost every stage. Usually only two buildings can go in the queue at any time. Change the check to see whether a building is buildable or not to include whether it's pre-req is built OR in the queue. If for whatever reason the pre-req is not there when the building's turn in the queue comes up, remove it from the queue and throw a notification.
5. Change farmers/workers on City List screen - Allow players to adjust the worker ratio for each city while in the city list screen. Seeing the real-time effect on production and harvest and fine-tuning in the the individual cities would be a lot easier if you could do it all from this screen.
Combat:
1. Identifying spells in combat - Without knowing what animation goes with what spell or looking at the log, I can't tell what the enemy Wizard is casting in combat. Maybe put a floating text saying "Oberic cast Resist Elements on Halfling Swordsman" on the screen.
2. Allow "no spells" during auto-combat - Similar to Caster of Magic, give options for auto-combat, like prohibiting the use of spells during combat.
3. Make "no spells" apply to Heroes as well - Whether Familiar-led or auto-combat, make it so that the Heroes can be prohibited from casting spells, too.
4. Order of Battle - As others have mentioned, the order of battle can end up being quite chaotic, in a tactical sense, with frontline melee units behind ranged attackers. I presume this is tied to the order the units appear in the tile grouping. Allow players to reorder this, or run an algorithm at the start of combat that puts units with higher melee attack power in front of lower if there are enough to make two lines.
Spellbook:
1. Provide more ways to organize your spellbook - As mentioned in the Earthlore example above: it could take several clicks to find a particular spell.
-- a. Examples: "Buffs", "Direct Damage", "City Enchantments"
-- b. Create a "Favorites" list where you can put spells you know you'll use a lot in that particular match.
Performance/Speed:
This is obviously subjective and always has room for improvement, but these two spots in particular pull me out of the game:
1. Enemy turns take a long time, even with "track enemy moves" turned off.
2. Units take a long time to walk/travel on the overland map.
3. "Move Army" seems to pick different batches of armies to move on any click. Sometimes I have to select the stack and click on their destination again to get them moving.
Balance:
This is not a quality-of-life issue and would be a departure from the rules of the original game, but it really sticks in my craw.
1. Dispelling/Disenchanting unit buffs is too powerful. There's a reason buffs exist in the game. Making them fall off immediately upon encountering an opposing Wizard is a real feel-bad experience.
-- a. In one play-through in the original, my plan was to use a single 9-stack of super-buffed normal units with Warlord and Crusade. I had a bunch of buffs on my units: Holy Armor, Holy Weapon, Flight, Invulnerability. I even made sure to put Spell Lock on them. It took a lot of time to cast all those enchantments and cost a lot of mana, but I figured it would be worth the investment to have a powerful army. Then I attacked an enemy Wizard's city and he cast Disenchant; nine notifications of Spell Lock being dispelled. The next turn he cast it again: 20+ notifications that my spells had been dispelled. It actually had a "Flight and several other spells were dispelled" pop-up since there were so many. I quite that play-through and have never used a unit buff aside from Flight or in combat, since.
-- b. At the very least, make dispelling during combat only suppress the buff until the end of combat and return it at the end of combat, just like Web removes flying for the duration of the combat.
c. Better would be not allowing Disenchant to be cast during combat and only allow Dispel Magic to remove one buff at a time.
Thanks to the developers and publisher for updating such an awesome game for a new generation!