1.1 Beta Patch Feedback Thread

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Home Forums Age of Wonders 3 Discussions 1.1 Beta Patch Feedback Thread

This topic contains 256 replies, has 116 voices, and was last updated by  Narvek 4 years, 11 months ago.

Viewing 30 posts - 1 through 30 (of 257 total)
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  • #85067

    Tombles
    Keymaster

    This is a big patch and lots of things have changed, we’re bound to have made some mistakes here and there. If you find something you think is wrong, then please post about it in this thread.

    Thread Rules:

    1) Try to be clear about what the problem is, if you think something doesn’t work please say how it doesn’t work. For example:

    BAD: Fireball is broken 🙁
    GOOD: I tried to cast fireball, but whenever I click on an enemy unit it says “Invalid Target”

    If you think it would help, feel free to post screen shots.

    2) You may post balance feedback here, but please do not get into long debates with other posters. If you want to have a discussion about a particular aspect of the patch, then please start a new thread about it.

    3) Please do not post about things that you wanted to be in the patch, but aren’t. You are obviously welcome to make a new thread with any suggestions you have for future patches.

    Thanks guys, and have fun!

    Fixes we’ve implemented so far:

    1) Fixed an issue where a crash could occur with reward events.
    2) Removed a measure to reduce overheating issues which was causing performance issues. An improved solution for overheating will be added in a future patch.
    3) Fixed issue with item bags not being rendered correctly when they spawned on top of mountains, which made it seem as if no reward would spawn.
    4) Changed the “Wizard’s Academy” city upgrade such that it now gives +10 Knowledge – was +5 Knowledge.
    5) Some fixes in localized text for new entries.

    #85077

    Bob5
    Member

    Not sure if this counts as balance feedback, but anyways. I’m not sure what the real use is of the new buildings for Sorcerers and Archdruids. The Sorcerers get 100 extra mana storage and 5 extra research by building them. Mana storage, from what I’ve seen isn’t that useful. With CP upgrades you already get tons and you don’t really need over 1000 storage anyway. And spending several turns and 100 gold just to get 5 extra research just doesn’t really seem worth it. The same can be said for the Archdruid buildings. If I’m missing something that large mana storages can be used for feel free to tell me

    #85107

    Mhantra
    Member

    To Bob5 above me:

    To me, it is the ability to sustain 100 more mana worth of summons/susptained spells. As long as you are earning the mana 100 mana each turn, it would seem worth it to me. Now, that all comes down to current balance of mana in the new system. Have you (or has anyone) played enough sorcerer to get a feel of the cap?

    #85111

    smeagolheart
    Member

    I would think just because you can build it doesn’t mean you have to build it. It might situationally be nice to build or something to build if you are rich in game and want to build something.

    #85152

    Xiphoideus
    Member

    Great patch it seems so far.

    Two things I noticed though.

    1. Performance on the strategic map seems worse somehow. I get about 5-10 fps less, combat seems unaffected though.

    2. Game settings on random map are being saved but not the advanced settings and “more options” on the next screen somehow. It would be nice if all settings were saved.

    Keep up the terrific work, this patch is clearly going the right way.

    #85161

    johnmr531
    Member

    Not sure if this counts as balance feedback, but anyways. I’m not sure what the real use is of the new buildings for Sorcerers and Archdruids. The Sorcerers get 100 extra mana storage and 5 extra research by building them. Mana storage, from what I’ve seen isn’t that useful. With CP upgrades you already get tons and you don’t really need over 1000 storage anyway. And spending several turns and 100 gold just to get 5 extra research just doesn’t really seem worth it. The same can be said for the Archdruid buildings. If I’m missing something that large mana storages can be used for feel free to tell me

    They’ve capped mana off to 500 I believe. So you cant get anymore then 500 until you get those or other upgrades. So a sorcerer most likely is going to be magic heavy, so being caped off at 500 could be limiting. So those buildings ‘SHOULD’ be useful… remains to be seen.

    • This reply was modified 8 months, 3 weeks ago by  President.
    #85178

    Low_K
    Member

    1.092;

    When you explore a ruin, do an auto battle and “sell the contents for gold”, you get another pop-up with the option to either take the contents or sell it. When you click on “sell for gold” again, the game crashes.

    Kind regards,

    Low

    #85182

    Reefpirate
    Member

    First strange thing I noticed:

    When running the game in Borderless Window mode it seems to keep the mouse trapped in the game window while it is the active window. Alt-Tabbing is smooth and working normally like it would in Borderless mode, but I cannot move the mouse outside the AoW window while it is active.

    This is new behavior since I downloaded the Beta patch.

    #85184

    Steven Aus
    Member

    Maybe the first born should still have some spirit resistance, say 60%? It’s a big change to go all the way from 100% resistance to none, if that’s what the case is. Now that units in general don’t need to have 100% spirit resistance when they have mind control immunity, maybe now is a good time to give spirit resistance of varying degrees to various units that used to have Iron Will.

    #85185

    decoy
    Member

    The game pacing is a bit better.

    The Random Map Generator doesn’t seem to have much of a difference between starting average and far distance between players. Also The Generator is still pretty bad at put the dwelling at a competitive location between players. Having dragons start next to a player and the edge of the map ruins games more often then not.

    #85187

    I’ve got the same crash as Low K: I’ve included a save game file.

    method of reproduction:

    1). underground, in the middle left of the map, there is an arcane sanctum with an army over it. explore (you may have to manual, as it says “closely matched for auto”

    2). try to sell for gold. there will be a second pop up menu offering the same reward, and the game will freeze when you click either option.

    https://www.dropbox.com/s/01i48801b4swq3p/sell%20for%20gold%20crash.ASG

    #85190

    johnmr531
    Member

    AI bug?
    Normal game on knight difficulty, High Elf Sorcerer(me) vs. Orc Warlord.

    At around turn 15 I found the orcs outpost he declared war on me.
    The outpost was only defended by a single level 2 hero.

    Since he declared war on me and it was an easy take at plus hero death at around turn 17 I took the outpost.

    by around 20 the orc leader a hero and 2 other guys emerge to probably attack the outpost. Turn 21 I attacked him first and won,…. and won the game.

    Now this outpost must have been a new settlement because I was at town level.
    Which means he must have lost his capital to INDEPENDENTS lol and because I took his outpost and he then came down where I was I killed him and won…

    Seems like too easy of a win?

    • This reply was modified 8 months, 3 weeks ago by  President.
    #85192

    johnmr531
    Member

    Or did I just happen to luck out on his misfortune?
    I’ve lost my capital to independents before thinking I was safe. But I had an army close by to retake it.

    #85199

    Xiphoideus
    Member

    Ok I can confirm the significant performance decrease with the beta patch. I just reversed the patch and loaded the game at the exact same spot and I get about 25%-50% less FPS on the strategic map especially when units are moving.
    I reloaded a game started before the beta patch and noticed the same issue.

    Please look into this as the game went from smooth (40 FPS with everything maxed, no AA and SSAO off) to laggy (20-28 FPS with the same settings at the same spot with equal zoom) with the new beta patch. As much as I like the changes I would not be happy to pay it with such a performance decrease.

    Anyone else noted this?

    • This reply was modified 8 months, 3 weeks ago by  President.
    #85200

    Reefpirate
    Member

    I’m not sure if this is a bug or not:

    Sabotage still is not working on Walls when using Scoundrels. I only mention it because in the patch notes it said that Sabotage was changed from a ‘Melee’ ability to a ‘Touch’ ability, and yet it functions exactly the same as before. Was this change supposed to fix the Wall Climbing + Sabotage = No Sabotage on Walls problem?

    #85207

    smeagolheart
    Member

    I wrote this in the other thread but when I started a new game got the production resources in my rogue city and it said I had a “planar gate” created but then I clicked on the magifiying glass thingy in my city and it says “Shrouded Altar”.

    pic

    #85214

    Reefpirate
    Member

    I wrote this in the other thread but when I started a new game got the production resources in my rogue city and it said I had a “planar gate” created but then I clicked on the magifiying glass thingy in my city and it says “Shrouded Altar”.

    pic

    I was playing around with the new Rogue buildings… The Shrouded Altar is the third Rogue class building that gives a free medal to Monsters produced at that city.

    Also in that screen you are looking at the building production menu, not the current buildings list. If you click on the 4th tab in the city menu you should see the Planar Gate built in your city, and you now have an option to build the Shrouded Altar.

    #85217

    1.092;

    When you explore a ruin, do an auto battle and “sell the contents for gold”, you get another pop-up with the option to either take the contents or sell it. When you click on “sell for gold” again, the game crashes.

    Kind regards,

    Low

    Confirmed on my end as well. While it usually shows the same window again it can also spawn a broken one as well, like below.

    On a side note, for those who play summoners, are those buildings not required to summon your higher tiered units? If not that is massively unbalanced against production based classes. Especially seeing as the t4 building is a whopping 500 production building so that is easily 3 or 4 turns just to build the building and then several more to build the units. On top of that you’re also required to build the 200 production building for your t3 units.

    That’s incredibly unbalanced in favor of summoners if that’s the case. The buildings are an excellent idea, but all classes should need them for their higher tiered units otherwise an Arch Druid and Sorcerer are entirely unaffected by the change and can start popping out their best units well before anyone else can, and for far cheaper.

    #85218

    smeagolheart
    Member

    there are different zoom levels available underground vs. above ground you can zoom out a lot more on your units. Unit ground it’s either huge or you are looking at the cloth map.

    #85219

    Xiphoideus
    Member

    I just did some more performance testing and combat FPS are also decreased by about the same percentage for me. It even gives me less performance on the main menu in-game so I doubt it is the gameplay changes.

    Reverting to the previous version fixes this completely so it must be the patch. Am I alone with this? Anyone noticed a significant drop in performance after applying the patch?

    I can also confirm the bug with the “sell for gold” crash that is mentioned above.

    #85225

    That’s incredibly unbalanced in favor of summoners if that’s the case. The buildings are an excellent idea, but all classes should need them for their higher tiered units otherwise an Arch Druid and Sorcerer are entirely unaffected by the change and can start popping out their best units well before anyone else can, and for far cheaper.

    not without a lot of the mana cap buildings (since summoning one T-4 costs half the normal start cap), so they act in much the same way as the production buildings.

    #85245

    jakjak
    Member

    Very Nice patch! the best part to me is the A.I not waiting behind walls and getting torn apart by spells, but also some of the balance fixes look great particularly first born horned gods dwarf hunters and juggernaughts, as well as the cool down at start thats pretty brilliant!

    Ive never had a large mana surplus except as a Warlord but Im ok with mana caps.

    Im still skeptical about spells and trebuchets between human players however and that is my biggest concern cus it really effects pacing and fun of battles which are otherwise great.

    I think maybe monster giant etc slayer should be more common maybe as a skill or a visit building or at upgrades would help the direct “T4 problem” though these other changes should help the transition also of course machine slayer/destroyer should be added to this list Im really confused as to why that is not the case already I mean sabotage is cool and necessary but not quite the same or very common at all

    #85248

    ronza149
    Member

    We have quick save,I suppose it’s not too hard to add quick load as well right?

    #85249

    Garresh
    Member

    I’m posting this preemptively, without having tried the new patch at all, but I feel it necessary to convey this before we really dive into the meat of testing. Rapid expansion is a huge problem with this game, but settlers are not the only culprit. In lategame they become a serious problem, but in the early game especially, the real issue is the speed with which neutral cities can be bought up and incorporated into your empire. Certain classes are able to expand at a ridiculous rate by utilizing these neutral cities in conjunction with other effects.

    The worst of these is the Sorceror. Able to send out Wisps to acquire gold from treasure stacks, and expand his army without having to build anything in his capital. I have seen sorcs start the game by producing merchandise and only casting, and in doing so have 8 cities by turn 10. The growth rate is staggering, and exponential, and at no point during this process are they vulnerable to retaliation.

    Druids and Rogues have this potential as well, although in a limited capacity. Rogues are able to acquire early resources faster than anyone else, due to the speed of their scouts, and they can buy up cities faster and cheaper due to their bonuses to relations with neutral cities. However, in doing so they crippled their early military and open themselves up to retaliation. Druids, on the other hand, are able to forego any production in their cities and focus exclusively on summons to bolster their military, allowing them to purchase up neutrals without crippling their military, but they do so at a lower speed.

    I fear that this change to settlers will actually make the problem with early economy *worse*, not better. I hope I am wrong.

    #85251

    ronza149
    Member

    Also,if a hero can perform more than 12 types of actions,the rest of those actions just cannot be performed,could you guys just remove this rule?That would be great!

    #85283

    Reefpirate
    Member

    I’m also experiencing a slower framerate on the Strategic map so far with this patch. It’s still playable, but I noticed it almost right away.

    #85289

    Tombles
    Keymaster

    Also,if a hero can perform more than 12 types of actions,the rest of those actions just cannot be performed,could you guys just remove this rule?That would be great!

    You can perform them. You need to open the unit panel (click on the heroe’s portrait) and click on the ability there to select it.

    Sabotage still is not working on Walls when using Scoundrels. I only mention it because in the patch notes it said that Sabotage was changed from a ‘Melee’ ability to a ‘Touch’ ability, and yet it functions exactly the same as before. Was this change supposed to fix the Wall Climbing + Sabotage = No Sabotage on Walls problem?

    Unfortunately the fix for this didn’t get into the build 🙁 I fixed it on Wednesday, but I was too late for the patch. Changing sabotage to touch from melee means it doesn’t get affected by things like “Charge”, like it did before.

    Anyways, keep posting problems guys! I’ll go through them at work and start making cases for people to fix things.

    #85290

    Xiphoideus
    Member

    I’m also experiencing a slower framerate on the Strategic map so far with this patch. It’s still playable, but I noticed it almost right away.

    Good to know I am not alone. Yeah it is still playable but far from smooth how it was for me before.

    #85291

    Weltenreiter
    Member

    On a side note, for those who play summoners, are those buildings not required to summon your higher tiered units? If not that is massively unbalanced against production based classes.

    Summon based high tiers are inherently limited by their Casting potential while you can conceivably have multiple Production cities going.

    Also,if a hero can perform more than 12 types of actions,the rest of those actions just cannot be performed,could you guys just remove this rule?That would be great!

    You can still use those non-toolbared abilities directly from the unit screen afaik. Clunky, but at least they’re accessible.

    On topic:
    Pretty satisfied with the mana portion so far. Don’t notice the mana cap thing yet (and still think its a Potemkin village mechanic), but the spell cost changes are very noticeable. I “inherited” the running spells because I patched partway through a running game, so my mana consumption was excessive at first, but if i were to start the map over, I might actually consider if every backwater *really* needs that Iron Grip instead of just blanketing them by default (and still be able to cast all that I consider relevant and maybe even some Crows or combat spells to boot, yey). Casting cost down, maintenance cost up was exactly a step in the right direction imo. Makes spells more interesting, playable, fun.
    (To be honest, that this would be a big part of a solution jumped at me the first time the Campaigns let me play with Mana Fuel cells, which followed this model from the start)

    Minor issue for the super fringe case of games patched in-progress: Existing settlements that were City/Metro under previous population numbers but aren’t now keep their “level” but are now underpopulated, minor annoyance.

    #85314

    Weltenreiter
    Member

    Patch notes omit info that Succubi require Planar Gate too, not just Stalkers (this information presented ingame/Tome correctly).

    (Since Flame Tanks (edit: or Golems, higher on the tech chain that Cannons even) do not seem to require the Furnace for example, no, we cannot just assume as an unmentioned given that every class T3 needs the first Class building upgrade).

    • This reply was modified 8 months, 3 weeks ago by  President.
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