I liked overall the majority of what i saw and played (even i needed to get used to some things like it felt in some odd way “smaller” when i played it yesterday even when i zoomed in a bit more)
But the game does nonetheless so many things right. But some things bothered me more or less:
shift command sometimes worked for me sometimes not (didn’t optimize just played it for 3 hours yesterday myself)
the collision needs to get fixed that units don’t get stuck
the ice skating needs to get fixed severly
i like the upper part of the UI really much but something bothered me a bit with the lower part (building screen)
some sounds are REALLY great and some sounds are a bit lacking (some impact sounds for example)
some few performance issues but this is totally fine since its A. a beta and B. i also assume its cause i don’t have the best gaming pc
some helmets don’t fit (literally and aestthetically - especially regarding norse and norse got some really cool/great improvements!)
was disappointed that not every myth unit has at least one upgrade…
they changed some things more drastically (smaller examples are that giants, minotaur and even nemian lion talk now, cyclops has a new voiceover that he doesnt sound like clossus i assume and a bit more feral) but many sounds did got took over sometimes for the better i think, but sometimes not (like the wadjet and especially jormun-elver spitting sound for example)
some units like titans, giants have more weight in movement now which is awesome and some have great idle animations like for minotaur and troll <3 , BUT other walk a bit weird or have lacking weight in their attacks like mountain gaint in my opinion
i also was a bit confused when i saw the screenshots before the beta and when i watched/played it regarding myth unit sizes. small feel smaller (even smaller than original) some bigger in a great way like colossus and troll and minotaur for example
i personally like the size and design change with a special attack for jormun elver really much, i even like the new design for fenris wolve brood (even i hoped here they would be bigger and stronger with less “hunt in pack” passive dependency. i really like the kraken design and i mention this cause i was a bit dissappointed wiht the eggy water myth unit designs (greek water units i didn’t try personally) i think the leviathan hands are a bit strange design wise and the warturtle coule really look more aggresive like snappingturtles irl + waterturtles “fins” since turtles don’t come out of water anyway)
i really like many new vfx and sfx i really do but it lacked a bit consisntecy for me personally
god portraits are either a big improvement or a big move backwards, nearly none i saw was in the middle ground for me personally
some for me and others i know broken things like ragnarok, milizia and mercernaries didn’t get reworked or deleted (didn’t try if they are nerfed tho so i apologize in advance)
i like some new sounds, some like the chattng sound for AI opponents i personally wasn’t that fond of
really cool details like snow and sand of roofs really amazing detail but other details like too high foliage were a bit too distrating even it looks great (maybe reduce the foliage size?)
personally i would like to add that i think scarabeus could use a different upgrade like e.g. aoe dmg by death (since it always dies so dramatically) and scorpianman scorpian body looks great but the human part not menacing/badass enough (maybe give him a “kingbeard” and a more aggresive shaped head for example)
locust swarm looks cool and i love the line idea (aswell as for undermine which finally feels more badass) but it feels weaker now…
villagers really have some pathing issues and get stuck too easily something surely okay for a beta but not for a full release
i didn’ try the campaign but i saw ppl posting some issues there too
again there are many things i do like but some things have to be criticized and some things suggested/requested. i hope thats okay but it has to be okay i think.
oh and hersir really needs to be bulkier/more buff if he swings such a big (and cool looking) hammer now xD
Personally, I’m not a big fan of the new voices for some units. I don’t get why most have kept their voice, while some got a new one for no reason.
Also, I don’t like the idea of having multiple titans. And they didn’t need to get bigger. Also, have you noticed how when a titan smashes the ground BEHIND an enemy, it sends him flying BACKWARD…
Titans should also get reworked animations, attack and move more slowly, be more hunched, look ancient… right now they look like godzilla in the last few movies…
Pathfinding: units sometimes get stuck in areas or on objects, or just make weird pathfinding choices. I also didn’t like how they preferred to go through another unit instead of around it.
Unit pushiness: units seem too easy to move, especially large ones, it removes the weighty feel of the units. I do like how body blocking isn’t a thing, but it feels too easy to move units and it happens all the time even when unnecessary, units will walk and always push others instead of going around.
Specific issues; I’ve seen gatherers push oxcarts while trying to reach the same oxcart to drop off.
Units can also get trapped in large groups of military, and pushed the the war front. Funny but annoying.
Crashes: some D3D12 crashes.
If these 3 get fixed I think the game could be released.
Smaller issue is some UI adjustments. Lacking some polish in some areas, would like some arrangement of UI elements. Would like to see enemy unit name when hovering over it for better targeting of specific units when microing.
Would move god name and if it’s an enemy off the portrait and onto the bar above similar to the original.
Two columns of data for unit stats next to portrait to get rid of the scroll bar.
When mousing over an upgrade a unit has in its upgrade would be nice to have a tooltip showing the upgrades info and impact like in the original.
Add an option to hide techs and buildings that can’t be built until they’re unlocked like in the original.
And small annoyances that don’t impact the game is just the new VA feeling flat. And some specific god portraits. I like most of them, and I think there are some really good ones, and some standout bad ones (Bast).
Pathing was the biggest problem for me in gameplay, but the thing I had most issues with was the matchmaking system. I didn’t get a chance to play against anyone in ranked or quickmatch because it gave an error each time. The beta showed a lot of promise for the game, I don’t think it needs a delay.
It needs just a bit more help with the population (maybe 2 houses more and a solution with caravans pop.).
As for the rest, obviously balance (but all games need it), and a bit of pathing. The pathing is quite good, but I noticed a few moments where the units got a little stuck."
(EDIT 1): but in general terms, quite satisfied with the state of the beta
It could be released as it is. There are some essential features still missing like Autorestore/reconnecting, some settings are lacking and the quickplay search is terribly done. The gameplay however is amazing. I also made a separete post about 5 things still to improve. I left minor things like replay lagspikes and pathing out since those are obvious and will be fixed.
Honestly the biggest fix the game needs right now is pathfinding, if it was to release with the pathfinding seen in the beta build it would fall of fast. Pathfinding is essential in games like this and it should be a lot better than what was shown, units were unresponsive and sometimes ignored commands additionally units in formations sometimes exhibited very odd behaviour when attacking the enemy. If they needed to delay the release slightly because of pathing issues I would find that acceptable personally, although that could upset the RedBull schedule, it is also possible that the beta build we played is a bit older than the current in-house build in which case one can hope the pathfinding is a bit better there.
For me the game runs perfectly but even on the best graphical options, graphics seems to stutter a bit I dont know how to put it, I have a good gaming pc, it shouldn stutter, it should run smoother but I assume its because its a beta, and models need a little more work.
Amazing game! There are issues to be fixed such as UI, sounds, path but overall the graphics are fresh, the details are awesome, the hotkeys, observer, even the proportions and arrows they got right this time, gj Forgotten Empires and Worlds Edge
Played most of the weekend trying out all the factions and campaign. Overall super good and enjoyed my time with the game. AI felt much improved which is my favorite way to play. Very happy AOM is back! So many good improvements.
Issues/ideas:
Game would sometimes crash on using Hades Sentinel God ability.
Attack move hotkey change threw me off from being A. I switched it back but found playing the Norse it was harder because default units are in build mode. Just was cumbersome to me and unfamiliar hotkeys.
The text for the resources needed for building units/building just was hard to read quickly as one sentence/line. I think making them bullet points would help a lot in readability.
For example
Current 150 200 20
VS
Proposed 150 200 20
UI has a lot more information when hovering over a unit to build making UI feel cluttered. I think a button to expand/collapse all the stats for the units would be nice. Default would be collapsed just showing resources required and the unit counter info “good against human” for example.
Pathing needs work, villagers would get stuck when cutting wood or block each other around gold, seamed like they tried to all do the shortest distance which made them bunch up and block each other.
I tested the Villager Priority AI and for the most part it was a nice addition. I wish the Greeks/Egyptians would auto build gold storehouses near the next gold or wood. (An option like the enable auto farm construction would be nice). The Norse I had issue with the villagers just moving to a random gold mine with an ox cart in tow and it caught me off guard a couple times while I was in a battle then all my gold villagers walked through the middle of it on their quest for gold.
Relics were harder to see with the updated colors of them being more muted now. On maps like Savannah with the desert ground texture I spent too much time staring at the screen trying to find the thing which the mini map told me was there. Making them glow more would just be an improvement.
Sometimes rally points would not show up after reclicking a building to know were it was. Then sometimes it would not place on clicking. Then sometimes rally points just seemed to stop working and I would reset them.
Would be nice to be able to enable the option to see a quick flash of pathing on the ground or always see a path when commanding units to go somewhere. Even better if it was color coded based on attack move(red path line) and move(blue path line)
An option or idea for mechanic change: For shift queuing buildings to show highlighted spots where placed(as a placeholder and resource consumption) but not place until worker gets to location and starts working. I have seen other rts do this and some also hide the highlighted queued buildings unless you hold shift.
Esc key not being used for quick deselection was tough to relearn. Most all RTS use that key for deselect and not menu.
(Could just be a me issue section lol)
Earthquake is pretty crazy had an AI 1 shot my entire base with it with a scout. (Could just be a me issue, but just don’t remember it hitting that hard)
Son of Osiris unit seamed buffed?(only fought against it once, wish I had more data), but it was a struggle for my army to fight with 3 or 4 Greek heroes there. (Could just be a me issue being an Atlantean main normally)
Not many times did I get to the Titian age for more data/experience with this, but I felt a couple times Titians just snuck up on me (which seems weird), but felt that is was less obvious than the old games when a Titian was build built and coming.
Overall I felt the chats/notifications where less noticeable than the original game.
Bonus:
I would like an option for the original voice acting in the campaign. Was just odd hearing new voices of characters I grew up with. I am glad the option for original god images will be a thing.
I main as Atlantean in the original game, so wished they were in the beta. Hope to test them in another beta before launch to provide feedback, because reading the codex they looked to be changed the most with a core mechanic of favor.
I didn’t experience any pathing issues but I keep hearing people say they did. What issues was their? Only issues I had in that realm was sometimes not being able to select a unit if I was zoomed too far in.
When villagers were assigned in groups larger than 6 they would frequently bump around and get caught on each other, meaning I had to do intensive micro on my villagers to keep them working. It felt strange when there were features like attack move having units prioritize their counters, ie heroes attacking myth units, archers focusing infantry… When it came to combat it was fine, mostly just with villager management.