I just finished my first playthrough of the Lucy OpenDev. Here is my feedback. Hope you find it helpful. Overall this was a much better experience compared to the first OpenDev. The explanations and tooltips were much better this time around. Rogan's video was also a good way to start things out.
Bugs:
When hunting wildlife, I would see a battle preview on the map, but it would not let me start/ignore the battle. I could see the deer that it was trying to start the battle against, but it was sort of semi-transparent like the game was greying it out. In addition, it would not let me move my units unless I explicitly clicked the move icon on the right-hand panel, but that was even difficult because the panel would often deactivate before I could move my cursor to it. I was able to resolve it by saving my game, closing Humankind, starting Humankind again, and then reloading my save.
There were also sanctuaries and lairs that appeared on the map but I could not seem to ransack them. Again, saving, restarting the game, and loading seemed to fix it.
Selecting a tile to move units toward is weird. Sometimes it's like it gets confused and won't let me move if the tile is too close to the unit tooltip. Other times it decides that circumnavigation is the shortest path to move only two tiles away.
Sometimes the graphical effects (like the feathers on Lucy's outfit) and the music would jitter/stutter in weird ways. This did not seem to be related to my PC hardware but instead glitching in the game's engine. Then it would get in this state, the music would stop playing entirely. Restarting the game would fix this.
Battle:
The "capture the flag" aspect of battle is HORRIBLE - it feels like it completely ruins the battle system. This is explained in more detail below, but for starters, I initially didn't get the point of the flags in battle. This needs far, FAR more explanation initially.
The emphasis on terrain is a little frustrating because it makes goal of the battles to basically crowd everyone on the high ground, and even that can be hard because the high ground is not always easy to get to or attack from. It is particularly frustrating when the high ground is adjacent to the tile that your army is currently on, but you can't just walk there due to reasons that I am unclear on. (Maybe it's too high to move directly to it? Not sure - no feedback on terrain height.) Same frustration applies to when you are on the high ground but can't attack enemies on the lower ground adjacent to you for unclear reasons.
This issue with the terrain is exacerbated by the fact that the "capture the flag" aspect of battle makes only certain parts of the terrain relevant. I had a battle where I had a 4-unit army of scouts attacking a 1-unit enemy scout. I lost the battle because the flag happened to spawn on high ground, and the enemy scout just sat there on the flag and waited out the 5-turn limit for the battle while my units had a hard time attacking that position. I also had a city captured where I completely outmatched the opponent, but they happened to grab my flag on the last move or two of the last turn. Completely unfair. It's also hard to defend a flag on low ground *especially* if you can't attack the tile with the flag from the high ground (for the unclear reasons listed above).
The combination of capture the flag and terrain is particularly bad when building your city. It would be nice if the game at least warned people if their outpost placement is in terrain will make that outpost hard to defend. Also, I built additional districts to aid my city's economy, and it made that side of my city no longer on high ground. So I was no longer stacking high ground and fortification bonuses which made me very vulnerable to attack. The result was me regretting building those new districts.
The auto-battle seems to ignore the flags and will gladly let you lose the flag to your opponent.
On the other hand, I greatly appreciated the auto-resolve feature. The outcome of auto-resolve is more sensible most of the time so I don't know why anyone would waste time or effort by playing out a real battle. (And no, I don't mean for this to be encouragement for you to make the auto-resolve predictions less accurate - the real problem is the manual battle mode.)
I still don't like the fog of war. Sometimes I'll be in a position where I can't see any enemy units because of the fog of war, I haven't won the battle yet, and I don't want to move my units because they are all on high ground and moving from there will probably result in failure. So this makes the battles awkward because scouting for opposing units is discouraged.
Deploying reinforcements is a little confusing starting out. I had some reinforcements and it took me a while to figure out how to deploy them.
Enemy units can *still* just walk right over fortifications? Still rather silly.
Overall Gameplay:
I initially thought that it is impossible to end a turn with idle armies. It ends up that you have to manually mark "Skip" or "Sentry" on those armies. Really annoying to have to figure that out on my own. Can we have a "force end turn" option?
The FIMS stat icons that are displayed when placing a new district are unclear. For example, I would see a large +1 Industry icon on a tile when preparing to place a Makers Quarter, but then I would see a smaller menu above the cursor which said +7 Industry, -1 Food. I am confused which set of icons is correct. Do I get +1 Industry or +7? Why do I get -1 Food?
I don't like that the "Complete Movements" button is hidden in the all-in-one turn advancement button. Usually completing movements is the first thing that I do during a turn, but the order of operations for the button usually makes that the last action.
Why is "Reorder Construction Queue" off by default in the options? Seems important.
It's hard to reorder the build queue without accidentally starting the cancel process on the construction.
I initially lost all of my tribe units, but then more spawned. I thought I had lost because my only tribe got wiped out so it was weird to see that I was still in the game and a new tribe had spawned... A little more explanation here would be helpful.
In the Diplomacy window, I could not find a way to pay off demands by other empires after initially rejecting them.
It was hard to determine if one of my own diplomatic proposals was accepted or rejected.
Gaining new Civics points was easy enough to understand, but how to unlock things to spend these points on was not easy to understand at all.
Influence didn't seem to have much of a purpose once all of the regions and Wonders were claimed. I would intermittently see an option to absorb a city, but it would not show up that often and when it did I could not afford it.
As I progressed my cultures, it felt like my gains for older cultures were lost. I started out as scientific Babylonians but then took Industrial Mayans as my second one. At that point, it felt like I no longer had scientific gains. Maybe I did and didn't realize it, but in that case it would be nice if there was a menu that showed the breakdown of the historical gains for each previous culture.
Is the only win condition going to be Fame? If so, that seems like a step down from the asymmetrical gameplay of Endless Space/Legend.
Are we going to get avatars for real historical figures eventually? The random custom character avatars were uninteresting and sort of took away from the historical theme.
UI:
The pathfinding cursor didn't seem to consistently appear before moving my units around, but it would then appear after I right-clicked. This made planning my moves a little difficult.
Having to expand the cards when selecting a culture made it harder to browse/choose a culture. If the game remembered the expand/collapse behavior when pressing the Previous/Next buttons would be helpful. Adjusting the text layout a little so there is not a need for the expand/collapse behavior would be even better.
In general, I would argue that ALL tooltips should have an Acknowledge/Understood button to dismiss them. Some of the tooltips wouldn't go away even if I performed the action that it was highlighting. (The "Meet An Empire" and "Culture Selection" tooltips were the worst offenders here, but here were more.) Also, the "Culture Selection" tooltip for the Adopt button would cover part of the culture description. (Yes, I saw the hide icon in the corner, but I didn't want to disable all tooltips in that class.) An Acknowledge/Understood button on that tooltip and maybe moving it's position would solve this issue.
Naming inconsistency: The tooltips refer to a "Reserves panel" when the actual panel tab says "Reinforcements".
Finding unclaimed Wonders in the menu was a little unintuitive.
It would be easier to browse the Research tree if there was a Compact Mode that showed more research items at once. This would aid in decision making because I could better see the later branches in the tree.
Tooltips on key statuses (like "Celebratory" in the Civics panel) would be helpful. (Particularly when making a Civics decision.) Also, tooltips explaining the meanings of the Ideologies in the Civics panel (e.g. the candle/lightbulb, flag/globe meters) would be helpful.
The color of the Faith icon blends in with the white background in the Religion tooltip.
When cancelling construction, you are asked "Are you sure you want to cancel it?" with the options being "Cancel" and "OK". It's initially unclear whether the "Cancel" button actually means "cancel the construction" or if the "OK" button means "OK, cancel the construction". How about "Yes" and "No" buttons instead?
That's all I have for now. I'll post more as I play more. Good job on improving on the first OpenDev.
The purpose of Capture the Flag is to prevent players from playing hide and seek with their units.
You can lose Food by building Maker's Quarters because Maker's Quarters block the exploitation of Food on that tile.
You keep the Legacy Trait and the Emblematic Unit, but lose the ability to construct new instances of your Emblematic Quarters. There are tooltips for these on the culture selection screen.
You will be able to customize avatars in the full game, and presumably will be able to model historical figures.
You can lose Food by building Maker's Quarters because Maker's Quarters block the exploitation of Food on that tile.
You keep the Legacy Trait and the Emblematic Unit, but lose the ability to construct new instances of your Emblematic Quarters. There are tooltips for these on the culture selection screen.
You will be able to customize avatars in the full game, and presumably will be able to model historical figures.
Thanks for the clarifications. I'll take another look at the Makers Quarter and Legacy Trait/Emblematic Unit. In either case there, I think more in-game help on these topics would be useful. In the case of the culture perks, maybe a "Culture Summary" window or something that points these perks out would be sufficient. (If there's not already one that I just missed in the maze of in-game menus.) As far as the avatars are concerned, it would be nice if there was a pre-built set of historical figures so the users don't have to spend hours creating the avatars themselves.
FlamingKetchup wrote:
The purpose of Capture the Flag is to prevent players from playing hide and seek with their units.
Yes, I have seen comments indicating that this is the goal of the mechanic, but I just don't think that this properly accomplishes this goal the reasons mentioned above. If the concern is "playing hide and seek with their units" then removing the fog of war would probably solve that problem without the need for the flag. As it is though, it's just a frustrating mechanic because an attacker is basically guaranteed to lose if the flag is on high ground, and a defender is basically guaranteed to lose if the flag spawns on low ground. It also allows for cities to be captured by tiny armies in a single battle if the attacker can manage to just barely hold control of the flag until the end of Turn 5.
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