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Improvements in interface and general options I would like.

PostPosted: Thu Apr 28, 2011 3:11 pm
by Waterd103
Interface:
-I would like to be able to cycle between the enemy when looking at their stats, the same way I can with heroes, It would make the process faster and easier.
-When looting I would like an option to see all the available loot in my line of sight, so instead of moving over every spot i can choose faster and easier what to loot.
-I would like to be able to reduce the number of pages information about units is displayed, now you have one for stats, one for inventory, one for feats, One for spells. For example it would be nice to have the number of spell lots available at each level on the main stat page.
-Would like to have all the % chance in actions where more than a % chance comes into play (common in touch based spells)
-Would like to be able to see MAX hp in main screen, sometimes when deciding who is worth healing and with what spells is slowed down because i dont.
-Would like to see somehow chance of being hit by enemy units.

Gameplay:
-I would like to have more options to customize the experience. This has been discussed in other thread(viewtopic.php?f=5&t=165). But for example Being able to choose how many times one can use the campfires would be great. Also being able to customize what NPC clerics offer would be great either. (reducing the number of campfires uses would be useless if clerics can cure wounds, I think so clerics should only remove otherwise permanent effects like petrification and death)
-Having said that I would like more customization in the experience, It would be nice if there were several difficulty general options. So by choosing different difficulties, the options change (for example if one put difficulty on easy one get 2 Max stats and HP MAX).
For example, easy setup for people that is new to D&D, Normal, Which is like now, Hard wich would be with limited used of campfires and NPC clerics that dont cure wounds and Ironman wich would be with no saves and with 1 use per campfire and clerics do not cure wounds only remove permanent effects.

-Its ok that the main story or the default is only 4 chars, but it would be awesome if Moduler creators could create adventures for more chars (5-8), or even NPCS that join.
-It would be awesome if modulers could insert time limits in the whole adventure or/and in specific quest, be it real time limit, or some kind of ingame time limit.


-In that regard I guess it would be too much work, but maybe give space for a moduler creator to create some kind of rouge like with this interface? I know it has been suggested and it clear that it would be tons of works (in that regard i have other suggestions that are super heavy on work and thus impossible), But maybe there is a way to leave the door open so someone willing to do that work can do it? (but probably leaving that door open would be a lot of work in itself, shrug)

Re: Improvements in interface and general options I would like.

PostPosted: Fri Apr 29, 2011 11:55 am
by BlueSalamander
Thank you for this post. All the interface requests make sense. The gameplay requests are interesting.

-Would like to see somehow chance of being hit by enemy units.
I suppose there could be a hot key for that. Pressing it would display a percentage number on top of each monster, which would be the chance to hit for a standard melee attack made by that monster against the acting character.

in that regard i have other suggestions that are super heavy on work and thus impossible
Quite right... :lol:

Re: Improvements in interface and general options I would like.

PostPosted: Fri Apr 29, 2011 9:13 pm
by Waterd103
-Im watching the list of spells for KOTC2 and there are many"until rest" now. I really hate prebuff, and im sad you are slighlty bringing it back.
I at least wish its gonna be like mage armor where you can turn it off or on if after every rest your caster, uses it.

Character creation:
-I would like an option for a a less erratic caracter creation.I know KOTC had 2 tools (an extra roll and swap abilities)
But still I in the few runs I did, I had very different stats, inone I had a whole team of super powered chars, and others I had a team where the highest stat between all chars pre race selectionwas 15. (im not counting the run where i played with 1 max stat)I like the idea of having "Random stats" to the extent it "forces" a different experience, maybe with some rolls Some classes are better. Maybe you have a party of 1 amazing char, or one terrible char.
And you have to build your team or play based on it and its interesting.

Some games reduce variance on char selection with the buy point system. Wich personally i dont enjoy because they are about min maxing and you end just building ideal parties.
Some even give you a number of points to distributes between all chars.

Anyway, I enjoy Variance in char creation, but I would prefer if it would create a balanced experience instead of sometimes have a godlike party, and sometimes guys that cant rise a stick.
So It would be nice , at least to me, to have an option where chars are radomized, but still the group is balanced numerically.
For example, a 4 char team gets 300 points, and those 300 points apply semi randomly between all the stats in the 4 chars.

-Stats relevance:
Ive seen an inclination to make all stats matter more in the newengine. And I love that.
I really would like that every stat. That every stat has some use at least for every class. And not be milestones. (For example currently int matters for knights, in the sense that you need 13 for Whirwlind. But if you have 0-12 is the same, and if you have 13-50 is the same.).

I dont have exact ideas, but i could brainstorm them if needed.

Re: Improvements in interface and general options I would like.

PostPosted: Sat Apr 30, 2011 3:20 pm
by Waterd103
Options:
-Lighter than ironman: Maybe It would be nice to have a Lighter than ironman option.
That is a mode where you cant save, it just autosave when you rest and when you quit the game. But you can only load a game if you exited the game.
so if you die you can reload the saved game.
But everytime you load the game because of death the game track that that you did died.

So the file has an history of times the party died.
So you can only die an X number of times, where X is predetermined or/and selected/modified at the start of the game.

Or at the end of the game the game scores you ala rhythm game from F to A based on numbers of deaths, fireplaces uses, real time used, etc.

So this mode would appeal to players that want a challenge and made every fight matter, but consider one single death is the end is too harsh.

This is based on the fact since im playing the challenge i posted in the other thread im having a lot of fun in the game, im semi addicted to it. And im thinking on recommending it to my friends to play but im trying to set for them what would be the "right challenge" And I would like an option where they have more than one chance, but the options here are infinite or just one, so something in between would be awesome.

Re: Improvements in interface and general options I would like.

PostPosted: Sun May 01, 2011 7:40 pm
by Void1984
Waterd103 wrote:For example currently int matters for knights, in the sense that you need 13 for Whirwlind. But if you have 0-12 is the same, and if you have 13-50 is the same.

It is not stated in the manual, but you need 8 to Craft Arms and Armour.
I was lucky I had a second Knight with INT 8 at the middle of the game when I've found out that.

Re: Improvements in interface and general options I would like.

PostPosted: Sun May 01, 2011 8:22 pm
by Waterd103
Yeah, they are still milestones, there are other milestones like that in stats.

Re: Improvements in interface and general options I would like.

PostPosted: Sun May 01, 2011 11:38 pm
by BlueSalamander
Waterd103 wrote:I at least wish its gonna be like mage armor where you can turn it off or on if after every rest your caster, uses it.
Yes.

For example, a 4 char team gets 300 points, and those 300 points apply semi randomly between all the stats in the 4 chars.
The plan is to roll stats as described in this page http://www.heroicfantasygames.com/FWE/P ... _Races.htm.

I really would like that every stat. That every stat has some use at least for every class. And not be milestones. (For example currently int matters for knights, in the sense that you need 13 for Whirwlind. But if you have 0-12 is the same, and if you have 13-50 is the same.).
Knights will get free weapon proficiencies according to their intelligence bonus. The intelligence bonus will also be used to calculate the Willpower bonus. All stats will be used to calculate saving throw bonuses, as explained there viewtopic.php?f=5&t=284&start=0.

That is a mode where you cant save, it just autosave when you rest and when you quit the game. But you can only load a game if you exited the game.
so if you die you can reload the saved game. But everytime you load the game because of death the game track that that you did died.
It's a good idea.

Re: Improvements in interface and general options I would like.

PostPosted: Fri May 13, 2011 6:19 pm
by screeg
I don't think knowing the enemy's chance to hit you adds anything to the game. Personally I think it's a disastrous suggestion. In a tabletop D&D game, do you ask the DM what chance there is that giant is going to hit you with his club in the next round? He'd laugh in your face. I can't think of any strategy game where you know the enemy's chance to hit.

Re: Improvements in interface and general options I would like.

PostPosted: Sat May 14, 2011 12:29 am
by Tiavals
You can already check the chance, since the monster stats are completely transparent. You know everything about every monster, even their feats. Having the chance be visible would make it much easier since there'd be less microing.

Re: Improvements in interface and general options I would like.

PostPosted: Sun May 15, 2011 11:11 am
by BlueSalamander
In many wargames you have a good idea of the enemy's chance to hit because the strength is given for every unit, even enemy ones. See in this picture of Napoleon at Waterloo, the number on the left is the unit's strength and the number on the right is the number of movement points. Combat result table.
Image