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Ideas for more convenience

Ideas for more convenience

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Butterblümchen
Butterblümchen's picture
Ideas for more convenience

The more I playtest my scenario (without any distracting cards and events and producation phases), the more I like the game mechanics and their flexibility. There are a few convenience issues for me though, so here are some suggestions for improvement: 

  1. The combat log (in the middle/bottom of the screen during battle) scrolls too slowly. 
  2. Please change the dicerolls from 0-9 to 1-10. It's a game, not a piece of software code ;) . Also, setting a siege value to "-1" to prevent cities from being taken without siege arty doesn't look nice. The same is true for rout tests - it's much more intuitive if a rout test is triggered once morale reaches 0, not -1. . 
  3. For your own troops, you get that small number to the right of the stack indicating how many units are in the stack. You should also get something similar for enemy stacks, as the number of displayed tokens indicates the range of actual units in the stack. It would be excellent if the range of real units was shown (1, 2-4, 5-9, 10+) so that the player doesn't need to memorize it. In lack of that, the number of displayed tokens (1,2,3,4) would also be an improvement, as counting the tokens yourself strains the eyes after some time. 
Butterblümchen
Butterblümchen's picture

4. The game manual needs a table of contents with page numbers. The manual needs a big update in general. 

5. The UI for stacks asks for some improvement. Right now, it only shows 6 units at once, but only takes up half of my screen's width. There is ample of space available, so one would expect that the UI adapts to the screen size and makes use of the whole width. Instead, I'm forced to scroll the tiny stack-window. Also, the scrolling has no limits, so that I can scroll until the whole bar is black. This last point is not a real convenience issue, but it leaves an cheap and unfinished impression.  

Strategiae
Strategiae's picture

All remarks duly noted, we shall tackle all of these this fall (next priority now is the mobile release of the game)