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Post by Spiderweb on Feb 6, 2016 18:23:43 GMT
There are actual, legit trebuchets later on Indovel. Whether you can get them earlier, I dunno, but they're pretty wicked. They smash up the land with each hit, which is pretty enjoyable since I still haven't gotten a meteor god power. =X steamcommunity.com/app/422420/discussions/6/405691147591460390/ 71s save game cards
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Post by Gmr Leon on Feb 6, 2016 18:56:56 GMT
There are actual, legit trebuchets later on Indovel. Whether you can get them earlier, I dunno, but they're pretty wicked. They smash up the land with each hit, which is pretty enjoyable since I still haven't gotten a meteor god power. =X steamcommunity.com/app/422420/discussions/6/405691147591460390/ 71s save game cards Thanks! I've responded there and given them the lowdown on how I'm approaching it. Hopefully they don't mind pasting them over again in the spreadsheet, as the main reason I opened it to begin with was because forums and tables are an infuriating mess to deal with.
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Post by Crumpy Six on Feb 6, 2016 20:20:55 GMT
Indovel Battle 5: Oakheart Island
"The first heart transplant on Indovel occurred at Oakheart Island. It was too late before they realised that oak doesn't beat..."
The amount of damage caused by the trebuchet is hilarious. Once again, no enemy trebuchet. A quick and brutal battle.
Indovel Battle 6: Bluesteer Bluff
This land is currently controlled by Bryan. My first fight against this continent's rival deity. Let's see how it goes!
Well, I applied a +5 Attack buff to my trebuchet and it pretty much flattened Bryan's entire settlement in a single shot. You do have to be a bit careful though. It took out a few of my own troops in the process.
Bryan took the trebuchet card into this battle, but never got an opportunity to use it. I didn't notice any significant difference in the AI behaviour between Bryan and Morrigan, although I think Bryan may have been expanding faster. I noticed (to my annoyance) that one of his godly abilities seems to be "being in two places at once", as trees on both sides of the map would simultaneously get chopped down. I think AI deities should behave, as far as possible, as though they were being controlled by a human opponent.
Indovel Battle 7: Oaklight Peaks
I believe I have now successfully cornered Bryan in the south-eastern part of the continent, so he can no longer advance.
Another storming trebuchet victory. Two things are sorely missing from this game: area of influence, and fog of war. Area of influence should be controlled through a combination of the spread of abodes and the size and number of citadels. It's just too easy right now to walk straight into the enemy settlement and do whatever you want (not to mention sculpting all over their land, which feels ripe for trolling in the online multiplayer).
Indovel Battle 8: Teagrime Valley
Special rule: Half belief from abodes. I do get other special rules on each map, but this is the only one worth mentioning. I noticed there's another rule on the spinner called 'no sculpting' - I bet that would also suck, but I've never had it.
This map has well-positioned mountains either side of Bryan's settlement. I park one trebuchet on each and let the fun rain down.
Indovel Battle 9: Cherrygrass Beach
Bryan actually succeeded in killing my trebuchet on this map. I'm not sure how he did it, as there were no nearby enemy warbands - one minute it was happily firing rocks at houses, the next it was on fire, then it disappeared. Maybe it targetted something too close to itself and accidentally committed suicide? By this point I had already used it to destroy Bryan's citadels so it made no difference.
Indovel Battle 10: Halfgrove Hill
Special rule: Half belief from abodes.
This game got interrupted by a trip to the cinema, so was paused for about 4 hours. I was sure it would crash while I was away, but it didn't! Since I unlocked trebuchets, the battles have become more predictable and easy than ever. Bryan still has yet to use his trebuchet, although he's taken the card to every battle.
I've now unlocked the card 'healing rain', but I can't see myself ever needing to take this card into battle. Depleted warbands heal themselves, and since trebuchets were unlocked none of my armies have taken any real damage.
Bryan cannot progress across this continent any more, but he still holds control of 10 areas. This is extremely repetitive.
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Post by Crumpy Six on Feb 6, 2016 22:45:52 GMT
Indovel Battle 11: Troutband Isle
This was a more interesting battle, because Bryan finally started building his own trebuchets. This got messy. Enemy trebuchets and ground troops alike are equally vulnerable, and we had a section of a no-mans-land in the middle of the map full of craters and blight. I finally managed to get the upper hand, but at this point, you guessed it... it crashed. Great.
Indovel Battle 11: Troutband Isle (second attempt)
Success, but this one hung at a place it's never hung before - after the victory and fanfare, you got to a screen where there's an animation of a chest being unlocked and you receive the spoils of the battle (keys and cards). I couldn't get it to respond at all after this. No error message or anything, so. Force quit. I wonder if it will remember that I won and let me keep the keys and starting bonus? Anyway, this is the first time I've seen the underlying Godus Wars application crash instead of nested Godus game.
By the way, earlier I speculated whether I would be forced to re-watch the "victory over Morrigan" sequence every time I started the game, following conquest of the first continent. The answer is yes. The good news is that the game did acknowledge my victory over Troutband Isle, despite crashing. So, onwards.
Indovel Battle 12: Jadefall Straits
With a name like this, I'm hoping for some interesting water feaures on the map.
There aren't any. Also, Bryan didn't build any trebuchets so this was another quick and easy win for me. I won a Range+5 card from this battle. Combining this with my trebuchets should be pretty funny.
Indovel Battle 13: Blackcoop Valley
This one was weird. Bryan didn't get round to build a citadel until really late in the game. Late as in, my trebuchet had already destroyed most of his abodes and my warband was halfway through taking over the belief silo.
Indovel Battle 14: Vinerun Mountain
Bryan did not make any trebuchets here, only warbands of archers. I had two trebuchets and an experienced warband moving in for the kill, when s3e application launcher has stopped working.
I'm done for today. Actually, as these battles take longer to complete, the stability problems are becoming exponentially more annoying. It's no longer 5 minutes wasted, it's 10 or 15 or more. It's not at all clear what's causing them. My computer is easily within the system requirements for Godus. I can't recreate these bugs, though I noticed on Mortas they occurred more frequently on some maps than others. if I want to defeat Bryan on the second continent, I think I've got 5 or 6 more maps to complete.
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Post by Crumpy Six on Feb 7, 2016 15:33:15 GMT
Indovel Battle 15: Vinerun Mountain (again)Same tactics as before, completed without a crash. Indovel Battle 16: Trailwell MereBryan does not even elect to take his trebuchet card into this fight. However, he does pick a god power called 'miasma' which could be interesting. Bryan has a significant starting advantage on this map. His settlement begins on a large area of high ground, whereas I am confined to a smaller-than-usual stretch of beach. I like this kind of variation. However, Bryan never casts his 'miasma' power, and without trebuchets he quickly falls. Indovel Battle 17: Turtlehide RiverAnother name which evokes some decent water features. There weren't any. Bryan picked his trebuchet card but again, failed to build any. I noticed something else that happens while the game is paused: your AI opponent continues to chop down trees. Is it really that hard to implement a working 'pause' feature? Indovel Battle 18: Ringbark PlanesI'm now on the island to the east of the continent. This island is made up of 4 territories, all of which are under Bryan's control. That means in 4 more battles I will have won this continent. Bryan used trebuchets again here. The differing strategy is good to see, but these trebuchet-on-trebuchet battles are a chaotic pain in the ass. Logically, you should be able to storm a trebuchet easily with a warband. In practice, because the trebuchet has such long range and because your warband stays in such tight formation, the trebuchet can normally destroy the entire troop before it gets anywhere close. Trebuchets kill one another in a single hit. It looks like this: they slowly move within range of one another, and then stop. They each slowly fire their missile. Typically, one hits and one fails (about 50/50). The one that is hit dies. The one that lives gets an experience point which makes it that bit tougher (though I don't know what stats get buffed by this). On this particular map, Bryan had one lucky trebuchet that got super-levelled up and was cruising around killing everything that got near it. I ended up ignoring it as it roved around my settlement, and sent a warband into its town centre to take the belief silo. Indovel Battle 19: Windhook CragBryan elected not to take trebuchets into this battle. He did, however, start casting miasma (I think?) on some of the buildings in my settlement. I'm not sure what this does. The house turns grey and becomes blighted. Possibly it stops producing belief? I imagine you need the rain of healing or whatever to undo the blight. I ignored it, to no consequence. Again, this map was won with one warband and one trebuchet. Indovel Battle 20: Tidehang BluffI don't think Bryan took trebuchets, and I didn't particularly notice him casting miasma either on this map. Not much to say about this one. Indovel Battle 21: Gladmine PlainsThis is the last battle in order to win control of this continent. End game! Nothing to write home about here... Thrilling ConclusionHaving defeated Bryan, I now watch the victory sequence again. This, rather uncomfortably, is my deity using laser beams to slice up the 'Bryan' deity, who then collapses in a pile at the bottom of the screen, gushing blood. I don't find this very tasteful. Besides which, I wasn't fighting the opposing deity. We were challenging each other's land. So why I am now literally shredding him to pieces is a bit of a mystery. Now a splash screen comes up inviting me to unlock the next continent, 'Alcrat'. This, it promises, will include "moral choices", but this is all "coming soon" (there is no suggestion I need to pay for it). There's a 'See the team' button here which I click. I have attached a screenshot of this for your amusement. Weird spelling and grammar aside, 22Cans are still claiming everything we perceive as being wrong with Godus is actually a consequence of the "different approach to designing and developing" and "taking bold moves". Also on this page is a slideshow of poor-resolution photographs from the 22Cans studio. Curiosity: What was behind the paywall?The new content behind the former $5 paywall was trebuchets. Yes, there were more maps, but these maps had nothing special or interesting about them. No new land features, terrain, climate, wildlife, whatever. 22Cans simply cannot claim that innundating the player with a million crappy, boring maps qualifies as new content. I could just as easily replay all the existing maps and get the same experience. One map on Mortas (the first continent) had a river running off a mountain. It would have been nice to see more of this kind of thing, but that was the only example of it I saw. The AI (both deities and natives) behaves in exactly the same way. The opposing deity even uses the same scripted comments during the card-selection stage when preparing for battle.
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Post by Crumpy Six on Feb 13, 2016 12:45:21 GMT
I'd like to add a couple of things here. Firstly, I reloaded Godus Wars today to check something and my save appeared to have gone screwy. I was now back on the continent Mortas. Indovel had not been unlocked and could not be accessed on the globe. Morrigan was back, but she didn't control any territories. My progress on Mortas had been preserved, showing that I controlled nearly all of it except for 5 neutral territories. I assumed this had something to do with game updates that had been applied since I last played. This kind of thing, of course, is part and parcel of Early Access. Given that Morrigan no longer held any ground, it appeared I could not reperform the victory condition so I probably couldn't progress to Indovel again on this save. OH NO WAIT. I suddenly noticed a big 'unlock' button at the bottom of the continent screen in Mortas. I first assumed this related to one of the neutral territories, as the graphic is identical, but after clicking on a few of them it's clear this is not the case (they've either been unlocked already or they've got their own 'unlock' button). When I click this large button, I'm replayed the victory sequence AGAIN of Morrigan being laser-beamed. I can then go to Indovel. Here, my progress has also been preserved, and there's another unlock button allowing me to replay the victory sequence of Bryan being laser-beamed. This feels strange. I know we've come to expect ill-considered, incomplete rubbish from 22Cans, but there are small and terrifically EASY things they could have done but would not have created such a jarring, unintuitive user experience. - When an enemy deity has been defeated, they should not reappear every time the game loads. They should be gone. The player doesn't need to see the victory sequence again, and they also most likely do not WISH to see it. It's horrible.
- When a continent has been completed, this should be reflected when the player restarts the game. I have no idea why I had to click 'unlock'. It doesn't make any sense. It didn't use up any of my keys. It should simply say "Progress to the next continent" if it even needs to be there at all (which it doesn't). Indovel should simply be accessible from the spinning globe. I thought that was the whole point of the spinning globe. Defeated continents should have some kind of banner or whatever indicating my victory.
22Cans, you might think to yourself "this is all nice-to-have polish so we won't spend time on it". Well, this is why the reviews of your game are "mostly negative". Stuff like this feels broken and alienates the player.
Anyway, the whole reason I reopened the game today was to do with god powers. I've seen other forum users (like Gmr Leon) talking about the Meteor card, but I never unlocked this on my playthrough, which surprised me because I completed both maps. Clearly I should have unlocked all the awesome goodies, right? In fact, the only powers I unlocked were Quagmire and Healing Rain. I never ended up using either of these. My playthrough left me feeling that the god powers left a lot to be desired. So what happened? Well, I think it's this: after each battle, you win a card. Three pop up on the screen, face-down, and you pick one. It's supposed to feel random, but I assumed that if god powers were due, you'd get one. Maybe that IS how it works. After all, I didn't actually complete every possible battle, therefore it stands to reason I have missed out on a few cards. On Mortas, I left 5 territories incomplete. On Indovel, I left 21 territories unchallenged. Why? Well, I didn't need those territories. The objective of the game was clearly to beat Bryon, and the fastest way to do that was to head straight for him, corner him and take his land piece by piece. The battles are easy so I never had to worry about losing any ground to him on my way across the continent. I think there's supposed to be strategy involved here. I could have chosen to spend time defeating other territories and winning more cards, which would have given me a bigger battle advantage (and perhaps the Meteor card) for when I finally faced Bryan. But the cards I've been winning up to this point haven't felt like a big enough advantage for this strategy to be worth it. Most of them are minor one-shot upgrades, like increased starting belief for a single battle. I had no reason to think I'd get anything cooler than this. I wouldn't choose the play the neutral territories just for the fun of it because the maps are all repetitive and boring. Consequently, I played and completed Godus in its present state and was left with the impression that god powers are a worthless waste of time (I never even took them into my battles). Just some feedback for you, 22Cans! I know you're trying to lure us over the ugly, micromanaged Steam boards by not posting here anymore, and you will not succeed. But I do hope you see this feedback and take it on board.
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Feb 13, 2016 14:09:55 GMT
Every time I read Quagmire I think Family Guy.
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Post by Gmr Leon on Feb 13, 2016 17:45:05 GMT
I'd like to add a couple of things here. Firstly, I reloaded Godus Wars today to check something and my save appeared to have gone screwy. I was now back on the continent Mortas. Indovel had not been unlocked and could not be accessed on the globe. Morrigan was back, but she didn't control any territories. My progress on Mortas had been preserved, showing that I controlled nearly all of it except for 5 neutral territories. I assumed this had something to do with game updates that had been applied since I last played. This kind of thing, of course, is part and parcel of Early Access. Given that Morrigan no longer held any ground, it appeared I could not reperform the victory condition so I probably couldn't progress to Indovel again on this save. OH NO WAIT. I suddenly noticed a big 'unlock' button at the bottom of the continent screen in Mortas. I first assumed this related to one of the neutral territories, as the graphic is identical, but after clicking on a few of them it's clear this is not the case (they've either been unlocked already or they've got their own 'unlock' button). When I click this large button, I'm replayed the victory sequence AGAIN of Morrigan being laser-beamed. I can then go to Indovel. Here, my progress has also been preserved, and there's another unlock button allowing me to replay the victory sequence of Bryan being laser-beamed. This feels strange. I know we've come to expect ill-considered, incomplete rubbish from 22Cans, but there are small and terrifically EASY things they could have done but would not have created such a jarring, unintuitive user experience. - When an enemy deity has been defeated, they should not reappear every time the game loads. They should be gone. The player doesn't need to see the victory sequence again, and they also most likely do not WISH to see it. It's horrible.
- When a continent has been completed, this should be reflected when the player restarts the game. I have no idea why I had to click 'unlock'. It doesn't make any sense. It didn't use up any of my keys. It should simply say "Progress to the next continent" if it even needs to be there at all (which it doesn't). Indovel should simply be accessible from the spinning globe. I thought that was the whole point of the spinning globe. Defeated continents should have some kind of banner or whatever indicating my victory.
22Cans, you might think to yourself "this is all nice-to-have polish so we won't spend time on it". Well, this is why the reviews of your game are "mostly negative". Stuff like this feels broken and alienates the player.
... So what happened? Well, I think it's this: after each battle, you win a card. Three pop up on the screen, face-down, and you pick one. It's supposed to feel random, but I assumed that if god powers were due, you'd get one. Maybe that IS how it works. After all, I didn't actually complete every possible battle, therefore it stands to reason I have missed out on a few cards. On Mortas, I left 5 territories incomplete. On Indovel, I left 21 territories unchallenged. Why? Well, I didn't need those territories. The objective of the game was clearly to beat Bryon, and the fastest way to do that was to head straight for him, corner him and take his land piece by piece. The battles are easy so I never had to worry about losing any ground to him on my way across the continent. Wait, so unlocking the next continent is a normal part of the game as it stands? I thought that repeating victory thing was just from me messing with my saves, so I never reported it. I guess that's a general bug, then? Huh. As to the cards, I'm a little unclear on what you mean by "how it works". Are you thinking getting the god powers directly is how it works, or getting them sort of at random is how it works? In my experience, it was getting them randomly from the pick one of three victory, which feels incredibly unsatisfying since you're statistically more likely to get a bonus or buff card than any sort of god power. It's literally 16 to 4, at least from what can be told from users' submitted card unlocks (and I gather that there are likely more bonus cards unsubmitted due to uncertainty of my interest in gathering them). In fact, though, it may be 16 to 3, as we may have never been intended to get Miasma (provided it's practically a duplicate of Quagmire).
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Post by hardly on Feb 13, 2016 20:07:30 GMT
I thank you again Crumpy for playing the game so I do not have to. I've really enjoyed reading your game diaries.
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Post by Crumpy Six on Feb 13, 2016 23:07:49 GMT
Wait, so unlocking the next continent is a normal part of the game as it stands? I thought that repeating victory thing was just from me messing with my saves, so I never reported it. I guess that's a general bug, then? Huh. It's very strange, and frustratingly simple to get right. The first impression is "it's lost my save" which strikes any gamer cold. Of course, it turns out that everything is hunky dory, but only after you've clicked through a few confusing and unintuitive screens and cut scenes. To explain, my assumption was that there is some kind of logic along the lines of "after n battles, the player unlocks god power y". So you think you're choosing a random card on those occasions but it's actually pre-configured to give you Healing Rain (or whatever) every time you play that particular map, or have completed a set number of battles. I don't know if this is right, but it felt plausible after I just happened to unlock the trebuchet card right after defeating Morrigan's last territory. It would also explain how I failed to unlock any exciting god powers whatsoever when I left 26 maps unplayed. Of course, it may just be entirely random. This would suck. I never paid a huge amount of attention to what card I won, but I now wish I had bothered to record it. It was nearly always the one-shot bonus cards which I would always use immediately on my next battle. As far as I can tell, Quagmire and Miasma are the same. There are also two Attack+5 troop buff cards (I managed to unlock them both).
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Post by Crumpy Six on Feb 13, 2016 23:15:51 GMT
I thank you again Crumpy for playing the game so I do not have to. I've really enjoyed reading your game diaries. You are welcome. As well as giving an overview of Godus Wars to some of the longstanding community members (many of whom have very little desire to invest any time in this title) I genuinely wanted to provide 22Cans with useful feedback about the playthrough experience. I am a little disappointed that they have shown no interest at all. It seems they are only interested in feedback that is sanitised, dissected into little morsels and posted in the designated Godus Wars Steam threads.
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Post by hardly on Feb 14, 2016 1:29:29 GMT
I thank you again Crumpy for playing the game so I do not have to. I've really enjoyed reading your game diaries. You are welcome. As well as giving an overview of Godus Wars to some of the longstanding community members (many of whom have very little desire to invest any time in this title) I genuinely wanted to provide 22Cans with useful feedback about the playthrough experience. I am a little disappointed that they have shown no interest at all. It seems they are only interested in feedback that is sanitised, dissected into little morsels and posted in the designated Godus Wars Steam threads. Its sad, if 22Cans were really open to feedback and improving their game then FuriousMoo would return and talk to people who were providing constructive criticism like you have. Unfortunately 22Cans just aren't prepared to do this and I'm sure we all agree their game suffers for it.
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Post by Spiderweb on Feb 14, 2016 5:09:57 GMT
Wait, so unlocking the next continent is a normal part of the game as it stands? I thought that repeating victory thing was just from me messing with my saves, so I never reported it. I guess that's a general bug, then? Huh. It's very strange, and frustratingly simple to get right. The first impression is "it's lost my save" which strikes any gamer cold. Of course, it turns out that everything is hunky dory, but only after you've clicked through a few confusing and unintuitive screens and cut scenes. To explain, my assumption was that there is some kind of logic along the lines of "after n battles, the player unlocks god power y". So you think you're choosing a random card on those occasions but it's actually pre-configured to give you Healing Rain (or whatever) every time you play that particular map, or have completed a set number of battles. I don't know if this is right, but it felt plausible after I just happened to unlock the trebuchet card right after defeating Morrigan's last territory. It would also explain how I failed to unlock any exciting god powers whatsoever when I left 26 maps unplayed. Of course, it may just be entirely random. This would suck. I never paid a huge amount of attention to what card I won, but I now wish I had bothered to record it. It was nearly always the one-shot bonus cards which I would always use immediately on my next battle. As far as I can tell, Quagmire and Miasma are the same. There are also two Attack+5 troop buff cards (I managed to unlock them both). why have random cards at all? Stick a random god power in a temple or even hidden for digging up in a particular land in all the continent corners, player will battle to collect them if they know they are there. Also just assign the tombola effect(s) to lands , get rid of tombola. Have a list of effects present in a map and that a random (or fixed but Unknown) god power card is available. You could even list the possible buff(s) you could collect and hide them, you certainly won't use the rush to complete tactic if you know you can dig up a certain card. steamcommunity.com/app/422420/discussions/6/405691491118725841/
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Post by morsealworth on Feb 14, 2016 7:31:21 GMT
Did anyone else notice Konrad's expression on the group photograph? No wonder, though: They "credited" him with designing the shit we was unable to stop (not his fault, of course, and that's the whole point). That's one hell of a public execution. So FuriousMoo, if you are reading this: hang in there. I don't know what the hell you're still hoping for or whether you are forced to keep working on that crap, but if you leave 22Cans, we won't hate you for that. I mean, you'll be refusing to participate in a crime and nothing more. I know you're trying to stop them there, but they're too many.
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Feb 14, 2016 9:43:32 GMT
Did anyone else notice Konrad's expression on the group photograph? No wonder, though: They "credited" him with designing the shit we was unable to stop (not his fault, of course, and that's the whole point). That's one hell of a public execution. So FuriousMoo, if you are reading this: hang in there. I don't know what the hell you're still hoping for or whether you are forced to keep working on that crap, but if you leave 22Cans, we won't hate you for that. I mean, you'll be refusing to participate in a crime and nothing more. I know you're trying to stop them there, but they're too many. Where is the group photograph?
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Feb 14, 2016 10:17:28 GMT
Did anyone else notice Konrad's expression on the group photograph? No wonder, though: They "credited" him with designing the shit we was unable to stop (not his fault, of course, and that's the whole point). That's one hell of a public execution. So FuriousMoo , if you are reading this: hang in there. I don't know what the hell you're still hoping for or whether you are forced to keep working on that crap, but if you leave 22Cans, we won't hate you for that. I mean, you'll be refusing to participate in a crime and nothing more. I know you're trying to stop them there, but they're too many. Where is the group photograph? Edit: I assume it's the one in Crumpy's post above?
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Mandrake
Master
The Vault Boogeyman
Posts: 113
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Post by Mandrake on Feb 14, 2016 10:52:22 GMT
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Feb 14, 2016 11:24:03 GMT
Ah yes. Thanks guys.
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Post by Crumpy Six on Mar 7, 2016 11:07:12 GMT
I loaded up Godus Wars again this morning, following the second update to the game. I am completely disinterested in the new maps on the continent of Alcrat. I am slightly curious about the new unit (champions) but I'm unsure how many maps I'd need to play to unlock these, as the patch notes say you can pick them up on either Indovel or Alcrat and I've already completed Indovel. In any case, I have no intention of playing through this new content. The reason I loaded the game today was because one of the updated features listed was a "new 3D map screen". I have seen feedback on this screen from other players, and had commented on it myself in the walkthrough, so I wanted to see what they'd done. Here are my observations: - Loading Godus Wars took much longer than previously. I was staring at the title splash screen for so long I thought it was hanging, and took the usual approach (i.e. mashing escape/space, alt-tabbing to check everything else was working ok)
- The 3D map, once I got there, does not look any different to before. I think I read somewhere that they have added texture to the water or something, which might be true. The map still behaved in the same clunky way when rotated and there are still weird graphics of people flying around.
- On my save, I have completed Mortas and Indovel (the first two continents). I still have to sit through the victory sequences for these before being given the opportunity to advance. I think this is very strange and is surely a more obvious issue to address than changing the graphics on the 3D map.
- Following re-watching the Morrigan victory sequence (click 'continue' -> watch Morrigan get vivisected and spurt blood -> splash screen comes up advertising the wonders of Indovel) the game became unresponsive. The Indovel splash screen would not capture to my mouse-clicks. The Godus Wars process didn't appear to be hanging, it simply appeared to be failing to register my input. This is not an issue I have previously experienced in Godus Wars. I force-quit.
So I haven't experienced the new content from this update, but from what I have seen, there are still fundamental issues with Godus Wars that have yet to be addressed. It also appears to be less stable, based on the reports from the few people who have attempted to play it.
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Post by Spiderweb on Mar 7, 2016 19:56:45 GMT
I loaded up Godus Wars again this morning, following the second update to the game. I am completely disinterested in the new maps on the continent of Alcrat. I am slightly curious about the new unit (champions) but I'm unsure how many maps I'd need to play to unlock these, as the patch notes say you can pick them up on either Indovel or Alcrat and I've already completed Indovel. In any case, I have no intention of playing through this new content. The reason I loaded the game today was because one of the updated features listed was a "new 3D map screen". I have seen feedback on this screen from other players, and had commented on it myself in the walkthrough, so I wanted to see what they'd done. Here are my observations: - Loading Godus Wars took much longer than previously. I was staring at the title splash screen for so long I thought it was hanging, and took the usual approach (i.e. mashing escape/space, alt-tabbing to check everything else was working ok)
- The 3D map, once I got there, does not look any different to before. I think I read somewhere that they have added texture to the water or something, which might be true. The map still behaved in the same clunky way when rotated and there are still weird graphics of people flying around.
- On my save, I have completed Mortas and Indovel (the first two continents). I still have to sit through the victory sequences for these before being given the opportunity to advance. I think this is very strange and is surely a more obvious issue to address than changing the graphics on the 3D map.
- Following re-watching the Morrigan victory sequence (click 'continue' -> watch Morrigan get vivisected and spurt blood -> splash screen comes up advertising the wonders of Indovel) the game became unresponsive. The Indovel splash screen would not capture to my mouse-clicks. The Godus Wars process didn't appear to be hanging, it simply appeared to be failing to register my input. This is not an issue I have previously experienced in Godus Wars. I force-quit.
So I haven't experienced the new content from this update, but from what I have seen, there are still fundamental issues with Godus Wars that have yet to be addressed. It also appears to be less stable, based on the reports from the few people who have attempted to play it.
Thanks for this, I thought the really slow loading was just my dated system.
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