Post by tommyg on Feb 23, 2022 17:30:36 GMT -6
My in depth feedback on the mod:
GENERAL FEEDBACK
In my opinion, the difficulty level of this mode is just fine, it is designed to be very difficult and for more experienced players. It's difficult without being impossible or frustrating, though I have yet to kill Balkoth as I couldn't pierce his armor yet.
- The bonus attribute scrolls, which allow a champion to gain some additional bonus points are a nice touch and add a small degree of personalization to your champions, making champions which you've had a long time and given additional stats to even more valuable. I notice these only seemed to drop early game from lower level dungeons, these are so much fun to use, maybe also add them to higher level encounters too?
- New Spells: it was a pleasant surprise to see bonus spells available for research at the library, having played my fav faction, life, so many times the new spells really adds some fresh mystery back into the game. I will be playing through Chaos and air, my other favorite factions, at another point to check out their new spells. Props on the lore description of the spells too, they seem to fit well within the context of the rest of the game and don't feel out of place, they are also very well written and match the tone of LOM.
One question about spells, I noticed I couldn't research Ray of Hope, how can I gain this spell, I cleared out all the dungeons within my territory so not sure how I can get this final combat spell? Are all the faiths most powerful offensive spells acquired in the same way, or just life's?
- I had zero stability issues or crashes, so no issues there.
- Obvious point, but balance is hugely improved over the original, I was not sad to see my elven archers had been nerfed as they were too powerful in vanilla and made the game too easy by just spamming whole armies of the same unit.
- As I’ve mentioned in other threads, the late game (100+ turns) has always felt lacking. By this stage, your main army has become so powerful and maxed out their XP, most of the rival lords or dead, usualy by Balkoths hand or their own stupid AI decisions, and the game starts to become too easy and begins to stagnate.
Insane mode fixes some of these issues, the fact each faith gets x3 Lords is awesome and wars against other faiths actually feel like long term affairs father than just getting that lucky snipe against their lord. Wars feel epic now, and the rival lords are actually something to be feared! This in turn makes diplomacy far more important, I was actually in a situation where I needed to give Air tons of units to bring up their attitude toward me and stop sending troops at my capital, as I wasn't powerful enough to defeat them yet. I’ve never been in this situation before in vanilla LOM as the AI was so stupid and easy, even on hard mode.
Though the game still has that issue over what to do with your most powerful army in later stages, as it feels pointless still using your main army when they are maxed out on XP unless you really need to. I therefore suggest raising the XP level cap to 15 for champions and 10 for basic units. However, before you think this is crazy, I propose making XP gain extremely slow once the champion hits level 10, or level 5 for standard units.
So the soft level cap would be 10 for champions, once they hit 10 any XP gain is very slow. This would encourage you to still use your main army and the player can feel like they're still gaining levels and progressing, just a lot slower. And when I say slower, I mean like x10 or x20 times slower than standard XP gain, so in most games they would probably never actually hit the level 15 mark, but the option is there if they want to keep leveling.
Another issue with late game is now small the standard Urak map is, and with everyone having x3 lords, the game can feel a little crowded. Insane mode with an expanded Urak map would be the logical next step, but I've mentioned this in other threads.
There is also a lack of dungeons to explore and conquer late game, again a larger map with more dungeons is the logical solution. Obviously, this is not a criticism of the mod, as these issues exist in the vanilla game.
Although some vanilla champion portraits are objectively terrible, the Lord portraits are in general the best out of the lot. They are not bad portraits and there's no need to replace them, the new portraits could replace some of the lesser quality champion portraits.
This may sound superficial, but for some players the character portraits help them become attached to their lord, it also brings back a lot of nostalgia. I was very surprised to find that the life warrior portrait has been changed, the original portrait is beautiful and iconic to LOM, similarly, the Air Thief lord portrait has been switched, despite the original capturing the cheeky and childlike quality of the farie race perfectly. As a long time LOM fan, it's sad to see these iconic lord portraits discarded for the sake of change.
Perhaps one option would be to release a separate PIC file for the mod without these changes, perhaps this already exists?
IMPROVEMENTS
- When you hover over an allied unit it should show the HP bar, this would be useful when dishing out healing spells. (I understand this feature may not be possible to mod!)
- BUG: Life heal wounds doesn't appear to show magic graphic effect when cast on target unit.
- The semi transparent menus look nice but in some cases they can cause confusion, cases where semi transparent UI is particularly confusing and should be returned to standard panels: In City screens when accessing tavern/Temple/Market etc. Also in parley screen when selecting items to trade.
- Thieves should receive XP for carrying out stealing or espionage activities, they should still get the XP even if this fails, but there should be a daily XP ceiling to protect against exploitation of repetitive actions and XP farming.
The reason I mention this, often I'd like to send out my most high level thief out into the world, and engage in some thieving shenanigans, but I just can't afford for her to miss out on the XP gain from dungeon crawling with my main army.
It's so important to get a high level champion of each faith for experience transfer in your buildings as soon as possible, you can't afford to send your thief out thieving. But if these champions received XP for thieving actions, then this could be a viable career option for your thieves. Also, thieves should get a small amount of static xp when they are successfully stealth in enemy territories. But this would be hard to implement, and most likely outside the scope of this mod.
- Still on the subject of thieves, if a thief from another lord gets caught and goes into combat, the faith which discovered the thief should not become loathed for killing the thief in this way. I’ve had factions which were empathy with me auto enter combat with a thief that was probably just espionage for information or possible stealing from me, the faction then loath me for killing their thief. When really, it's their thieves fault for getting caught, if anything, it should be me that should be insulted not them.
- Also, this is more of a personal request but could the life thief get a little buff to damage please? She is so paper thin, in vanilla LOM, she is super vulnerable, but she makes up for it by her damage. It feels like the Life thief got nerfed a lot in the mod and is just super vulnerable without bringing much to the battlefield.
Thank you again to Booster who has dedicated so much time and enthusiasm in developing this amazing mod! It was great fun reliving this old game from my youth and I plan to start a new game as an Air Mage Lord next, on insane mode of course