Tuco Benedicto Pacifico
Arcane
After spending few days on this I feel like they have POTENTIALLY a great game here, Codex autistic screeching be damned, but they need to learn how to say the player "No" about "wanting to get everything".
Aside for the fact that "Cultures" are a bit bare-boned and in dire need of more units and mechanics making them feel distinct, most of the rest of the game's problems come from allowing everything and its contrary in every single playthrough.
Fine. You can pick just ONE Tier V Tome. That's a start but hardly enough. There should be a more meaningful limitation in the amount of Tomes you should be able to collect, overall.
More in general the game needs to make way more stuff mutually exclusive. Less buff stacking (why weapons can get at the same time ALL the elemental damage, for instance?), less mutation stacking, eventually maybe even some magic schools being fundamentally incompatible with each other (or if they want to go the extra mile with updates, having the same schools taking diverging and mutually exclusive branches).
EDIT: It also wouldn't be half bad to have an option "alternate but equivalent" to mutations for people who would like to maintain some "race purity" for their faction without having to gimp themselves in the process.
As a banal example: something like a powerful end game buff of some kind, that a player could cast only on non-mutated humanoids.
Conversely I don't feel like some of the recurring complaints going on for pages (like low tier units not being viable later in the game) have been entirely justified.
After trying three or four variations for my starting "build" it's also apparent that the "game's economy" can vary *wildly* depending on few apparently minor perks. I had a barbarian clan that snowballed in ridiculous ways, then just today in a more advanced scenario where I was supposed to be more experienced about the game's balance I found myself struggling with a Mystic culture was constantly short on money.
But anyway, that's just number tweaking rather than mechanics. Custom scenarios already offer quite a lot of freedom with this shit (the ability to significantly raise or lower upkeep cost and similar stuff). I don't think that's a FUNDAMENTAL mechanical problem with the game as some of the aforementioned.
Aside for the fact that "Cultures" are a bit bare-boned and in dire need of more units and mechanics making them feel distinct, most of the rest of the game's problems come from allowing everything and its contrary in every single playthrough.
Fine. You can pick just ONE Tier V Tome. That's a start but hardly enough. There should be a more meaningful limitation in the amount of Tomes you should be able to collect, overall.
More in general the game needs to make way more stuff mutually exclusive. Less buff stacking (why weapons can get at the same time ALL the elemental damage, for instance?), less mutation stacking, eventually maybe even some magic schools being fundamentally incompatible with each other (or if they want to go the extra mile with updates, having the same schools taking diverging and mutually exclusive branches).
EDIT: It also wouldn't be half bad to have an option "alternate but equivalent" to mutations for people who would like to maintain some "race purity" for their faction without having to gimp themselves in the process.
As a banal example: something like a powerful end game buff of some kind, that a player could cast only on non-mutated humanoids.
Conversely I don't feel like some of the recurring complaints going on for pages (like low tier units not being viable later in the game) have been entirely justified.
After trying three or four variations for my starting "build" it's also apparent that the "game's economy" can vary *wildly* depending on few apparently minor perks. I had a barbarian clan that snowballed in ridiculous ways, then just today in a more advanced scenario where I was supposed to be more experienced about the game's balance I found myself struggling with a Mystic culture was constantly short on money.
But anyway, that's just number tweaking rather than mechanics. Custom scenarios already offer quite a lot of freedom with this shit (the ability to significantly raise or lower upkeep cost and similar stuff). I don't think that's a FUNDAMENTAL mechanical problem with the game as some of the aforementioned.
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