The purpose of this post is to consolidate my questions, bugs, typos, and balance observations concerning the 1.2 version of Fallen Enchantress. I have played about 20 hours on large maps with 7 opponents on challenging world/challenging AI in version 1.2. I am REALLY hoping to get someone at Stardock to acknowledge my bug observations, typos, and in particular answer a few questions:
Questions:
Why is the damage multiplier for the Overpower ability fixed at .5 in CoreAbilities.xml? Shouldn't this ability be doing a CALC call on the defending unit to determine the number of members? If it really does just do (for example) 150% damage... why not update the description?
The Truestrike ability has a damage multiplier of -0.75 in CoreSpells.xml. Why are we multiplying it by a 75% AND a negative? Typically, given previous syntax a .75 mulitpier would add 75% damage, so I'm assuming a -.75 multiplier would subtract 75% damage... Does truestrike only do 25% damage? A negative 0.25% multiplier would make more sense for the design description intention in my mind, unless I'm missing something with this ability.
What is the variable name for the single unit monster aggression variable? (see bugs)
Where is the number of "picks" variable for faction customization located in the game files? I have found the Sovereign picks variable in ElementalDefs.xml, but not the faction customization picks to mod. I believe the entire faction customization could use a granularity overhaul as I detailed in a previous post https://forums.elementalgame.com/438225 (also a long post).
Why is there +accuracy on the marksman line of piercing damage champion levelup perks? Does accuracy degrade with shot distance for physical attacks (bows) or ranged magic attacks? Is this a legacy from some version of Beta like the "quests enabled" text in the magic research tree was?
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BUGS:
The trained unit trait Stealthy still has no VARIABLE modifier in the CoreAbilities.xml, only a description. It doesn't actually DO anything. If someone at Stardock could give me the name of the single unit variable (as opposed to the faction wide variable which is correctly assigned in the faction customization trait equivalent), I would love to fix this in my modded version of the game.
The Brilliant sovereign pick SAYS in the description that it gives 2 mastery per level, but the CoreSpells.xml indicates that it gives 1 mastery per level. One of these things isn't by design.
The Loner champion levelup perk applies to units in armies of a size LESS THAN 1. I've never seen this trait appear in game, perhaps it only occurs on levelup when there's no one there.
Possibly still a bug... in version 1.12 MasterScout didn't correctly remove the movement penalty in hill terrain, even though it's in the code and the description. If this bug IS still in the game, it will likely be in both the MasterScout sovereign ability and the Scout trained unit trait, since they are utilizing the same bit of code for movement override. I haven't verified it this version (although the xml looked unchanged from 1.12) since I believe it to be a gamebreaking advantage in it's current form.
The champion Kulan in my last game was recruited at level 7, but didn't have a specialization. That shouldn't have been possible.
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Typos:
The TEXT DESCRIPTIONS for the following ABILITIES in CoreAbilities.xml don't match the actual effect they reference in CoreSpells.xml... (mostly damage ranges are incorrect, specifically)
Contagion
DelinsBreath
FeedtheFire
Fireball
Hurl Boulder
Shockwave
Slow (ability)
Soulburning (you fixed the resist damage calc in ver 1.2 though!)
Storm
Touch of Entropy
Wellspring
possibly also Chain Lightning
SpitAcid I, II and III (creature abilities) have inconsistent long and short descriptions (the long one is the correct one).
also SpitFire has different CaPitaLiZation in the full description compared to the short description, as long as we're polishing things up.
The INJURY Typhoid Fever's shorthand descrip says -2hp/army even though long description and CoreSpells effect both say -1hp/army
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Balance:
Overall, things are pretty good. The game isn't crashing, and the mechanics are working for the most part. I have an incredibly detailed changelog for my personal modifications to the game's .xml files, but I won't inflict that on anyone without invitation. So... specific constructive feedback:
1) With the pioneer changes (costing population), Arcane Monolith is even MORE overpowered than it was already. The mana cost for this spell should be doubled at the minimum, and possibly a cooldown placed on its use.
2) In my opinion, the snaking mod (when your city gets to the edge of a forest, you can build a lumbermill) and ecomental (more essence) mods improve the game considerably. You should at the very least take a LOOK at them. An essence variable similar to shard density selection in game setup would be easy to do (reference 3 copies of the ecomental mod with different variable sets according to selected essence density).
3) The blindness spell is still overpowered at 50%. It would be much more balanced somewhere around 20%.
4) On a related note, the Lucky custom faction trait is ALSO overpowered. It currently adds 25% to dodge/accuracy. This should be taken down to 10% which is in line with the rest of the faction customization traits.
5) There is so much more that could be done with accuracy vs dodge in the game, as well as mastery and spellresist. In the current implementation, attacks and spells nominally hit such an overwhelming majority of the time that accuracy and mastery are nearly pointless to pursue. The only time anyone is looking at the hit/miss table is when they are dodge stacking their Wraith/Kraxxis units into the unhittable range via Blind abuse. It's a shame really. Much the same can be said for resistances (fire, cold, lightning). Resistances are seen so rarely that they are of minimal consequence.
6) Cities should not be utterly annihilated if a monster wins against a garrison. Perhaps just have the city cease all production until the monster is cleared out and go into "newly captured" city unrest following the clear out. This doesn't seem to be that difficult to implement in my mind, what are your thoughts Derek?
7) A balance pass for nearly every trait/perk list in the game wouldn't be out of place. My guess is that not as many people are picking "Attunement" for a customization compared to Wealthy or Hardy. Ignoring all of the mostly useless accuracy and mastery traits, simple numbers balancing could provide deeper choices for everything from faction customization, sovereign customization, champion levelup perks, and trained unit traits. As a specific example, in my modded version the Sovereign pick "Summoner" gives +4 summoned levels. Compared to +50% spell damage across the board ("Warlock") it's still not a standout choice, but with appropriate buffs to the "Summoner" line of levelup perks it can create a plausible alternative playstyle choice which doesn't feel clearly inferior.
8) Change Tireless March to give +2 movement, so that veteran footsoldiers can keep up with cavalry. Obviously this would make ultrafast cavalry possible as well, emphasizing the tactical differences between mobile and slow troops. Ensure the AI properly utilizes immobilization spells in it's own territory. The single stack of doom playstyle would be less appealing if the AI could master this trick.
8b) Split the MasterScout (faction customization) and Scout (trained unit trait) abilities into pieces. Make people buy for "hill movement", "forest movement", "swamp movement" separately. It's not balanced for its cost in the current implementations.
9) Kill the governor specialization and put those level up perks into the general mix (as rares). Many players would fix their U shaped city road connections if they had a champion capable, but governors are poorly equipped for combat (and gaining experience). Alternatively you could make the Adventurer's guild a faction wide effect allowing governors to actually be in cities with unrest... governing... while slowly making levels.
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Closing thoughts:
Fallen Enchantress has the seeds of greatness in it. There are a lot of things that I can do on my own version to fix my perceptions of balance issues, but things like a clear streamlined UI (placing my mouse in the tiny scroll bar strip to scroll up and down the left side icon list on a large map every turn is not good for game flow), better tactical and strategic AI, and pathing/prospective path display issues are holding it back from it's full potential. And that balance pass, for the nonmodding masses.