ben_sphynx

ben_sphynx

Joined Last seen Member # 2387688
8 Posts 79 Replies 9,570 Reputation

Please please fix the load save bugs. I had a go last weekend and decided that Sorcerer king in it's current state is basically unplayable because I cannot rely on being able to reload my game and having it being in the state it was when the game was saved. I made some posts in the support forum, and they do not appear to have even one view, over an entire week.

28 Replies 164,793 Views

At the moment, it appears that the autosave happens near the beginning of the turn. It seems likely that the AI players have already started their threads to do their turns; loading the autosave seems to result in the AI players not moving their units. Maybe the autosave should happen at the end of the turn, when all the AI threads have finished?

0 Replies 3,145 Views

Bugs that result in your position being different after saving the game, then reloading it, are very serious. It's the sort of thing that stops people from playing (well, me, anyway). Aura of Grace 'Boosts initiative of units trained here by +1 per essence'. I trained a Pikeman in a city with 13 essence, and it had 31 initiative. I saved the game, and later loaded it again, and trained another pikeman in the same city, with the

3 Replies 5,217 Views

Exploit: One can heal characters by unequiping then re-equipping gear that gives bonus hit points. A possible fix: changing gear should keep the current hp % of max heath constant. Bug: Nature's Bounty should update to provide additional food when the city level goes up. It does not. Not sure if it is necessary to save/reload before the city levels up, but I did. Confusing: Tool tips for city food/production/essence would be more helpful if t

1 Replies 3,336 Views

Glad to see you are reading the feedback. Another little thing that is irritating me at the moment, is that sometimes the mouse cursor gets stuck on a cursor that is intended to represent something other than a pointer, when messages are coming up at the start of the turn. It would be very useful if the cursors all changed back, when there is interactive UI such as messages on the screen. It would also be sensible if all of the cursors had

5 Replies 8,711 Views

Well, first impressions are that it is good fun, with some interesting units and special abilities that improve how combat works and makes it more interesting. There do seem to be a number of smaller issues which have plagued the Elemental games for a long long time, however, which continue. And some that are new to Sorcerer King UI: Selecting things is buggy near terrain of different heights. Sometimes one clicks in a square or on a unit, and hav

5 Replies 8,711 Views

As a suggestion to the OP; try increasing the concentration of monsters and shards and stuff when creating the map; things will be closer together, and there will be more things for your heroes to do, before you and the AI players are close together and in a position to war on each other.

63 Replies 141,541 Views

Not competently; the AI players also have a tendency to play the default factions. Every game I play a new faction/race. Also, just for example, having a initiative bonuses from a tactician can easily make two armies of similar troops strongly favour the one with a hero. Even one initiative can make all the difference if troops mostly kill each other on first hit. I think that the combat mechanics mathematics are the problem - they are not leading to interesting

41 Replies 41,946 Views

Noble suggestion - sovereign and heroes gets 1xp per turn in a city, per city level. -5% unrest in all cities. This would allow the possibility of a stay at home heroes, and encourage higher tax rates as a possibility. It also encourages fewer larger cities, managed by commander heroes.

22 Replies 78,186 Views

Until we get to v0.80 (which has the patch note 'removed encumbrance') then the key is how heavy the armour + weapon is in total. When the character or soldier goes over 40% encumbrance they get -2 initiative. When they go over 80% the get -4 initiative total. So when you are choosing traits for troops, the traits that provide +15 weight capacity and +20 weight capacity need to be used to get to 40% encumbrance or below, or to get under 80%. If they are not making your troop c

4 Replies 5,026 Views

The auto turn feature should have never been in the game in the first place, in my opinion. Turning it off is the only sensible option. That said, a lot of the problem is the threaded nature of the game putting modal windows up in front of the player. These modal windows are a bad thing - it would be much better to somehow queue them and not enable end turn till they had all been done by the player.

6 Replies 14,166 Views

I agree there is a problem. At the moment, there is a strong emphasis on having things that provide +1 growth. There are not so many of these anymore - Tower of Dominion, one of the outpost upgrades, and one of the Town levelup bonus buildings gives +3 growth. Sovereigns Call also provides a valuable +1 growth. All the other 'growth' buildings are instead bonuses to food production. To keep the current model, I would want to see a

18 Replies 21,802 Views

[quote] Endurance trait gives +10 hit points instead of +1 per level [/quote] Note - units made in cities get Endurance too (one of the options for level 3 fortresses). These units will probably now get +10 hp, which is quite a big bonus. At the very least, update the description of the building that provides this. I actually thought Endurance was quite an interesting trait. More so than just +10 hp, imo.

139 Replies 443,782 Views

I would like to see more staves with built in spells (with no mana cost, and a cooldown). I would like to see more staves that provide mana on a kill. I would like to see staves with casting related bonuses, such as cheaper spells, extra damage (eg to death spells), providing a bonus shard count to any spell cast with the staff, or maybe even reducing cast times.

9 Replies 23,220 Views

Heroes can start being an economic drain when one is lacking propoganda (or has low essence so it is not so effective), and didnt start with wealthy. Especially if one starts by building the +10 fame building.

26 Replies 96,574 Views

As I understood it, fame was supposed to tie together hero progression and empire building, so that you needed empire building to progress with having heroes. At the moment, I don't really feel that fame is, well, famous, let alone legendary. One can quickly get to the stage of having too many champions, that one cannot field armies for (and in some cases, cannot even afford to pay) - getting a new champion often does not feel like an achievement, and sometimes does not even feel

26 Replies 96,574 Views