What would you like to see in Myth Retold?

★ I hope to see most beautiful graphics im AOM Retold even better than AOE III DE’s graphics (Gorgeous maps - Seas - Buildings - Units - …)
★ Let us choose our favorite color in the lobby like AOE IV



★ Increase population limit (I hope 200 pop cap) & let us freely build towen centers (With build limits) for booming purposes & making our colony glorious & bigger
★ Let us rotate camera & rotate our buildings (When we want to build them)
★ Better zoom & zoom out
★ Let us build the statues of our major gods to make our colony more beautiful & maybe they can trickle a tiny amount of favor




★ Increase the model size of some buildings (Especially watch towers) & units (Especially naval units) to become more realistic


★ Change the icons of these techs for Norse :






Its really bad to see greek helmets instead of northern helmets for upgrading Norse units
★ I hope some well known heroes of single-player make it to the multiplayer like : Arkantos - Kastor - Gargarensis - Kemsyt - Kamos - Agamemnon - …
★ I hope some powerful units of single-player make it to the multiplayer too like : Arkantos (Uber) - Living poseidon statue - Guardian - Osiris - …
Imagine you can revive these super strong units in some specific maps by finding their weapons - body parts - …
This would be definitely a game changer !


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★ Mummy : Please completely rework the mummy . It was expensive- fragile- high pop cap unit - super ugly & thin (Model) & weakest instant - kill myth unit in game.
Please balance & buff his stats & his ability & change his model & use proper model for him :

MonstersMummy_featured-894x488-38b2a8dee83f0bae062b64fa8a5e78e0

★ Sun of osiris : Please let us heal son of osiris in AOM Retold . Let us heal him very slowly with pharaoh or priests


★ Please give proper sandals to some units & heroes especially Arkantos . It’s really hard & odd to walk on hot sands of Egypt & icy grounds of North :
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hermes
★ DLC : I really hope you add new fresh contents after the release of AOM Retold . I personally like to see Persian mythology based on rich & great Achaemenid culture & Zoroastrianism :



★ And finally don’t be hurry to release the game as soon as possible . Work on it with patience & give us what we want (Beautiful - Glorious - Epic mythology)
Thank you very much :heart::heart::heart:

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Another suggestion I’d like to give: Keep to the original design philosophy of AoM.

For example, the greeks are very Ray Harryhousen, the norse are Wagnerian, and the Egyptians are very The Ten Commandments. Keep the designs “retro” and ensure that new units are also “retro”.

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For any who will be zooming in to view their feet while managing the resources and stuff, I think that will be a great time. :ok_hand: :wink:

As for the mummy: it may appear as weaker, but also creates a free myth unit (minion) in place of the probably expensive myth unit it took down.

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This man forgot cinematics are a big part of campaign.

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Look out for AoM news today, AoEmpires wrote in instagram comments that they are showcasing it today by itself

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I’ve always wanted the buildings and ships in Age games to be in proportion to the human units.

I definitely want to see this in AoM Retold.

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Did the showcase happen? :smiley:

Was just this I’m afraid

Yeah, I think a showcase might happen next year.

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Ok, so I finally managed to read all of the comments and take notes. This will be my second recommendation post. Also, I hope you let us know when we can stop making suggestions…

I think the most important thing to remember is that AoM is not AoE. Whatever it is that the devs produce, whether a remake or a DE, must be AoM and not AoE. My general preference is a DE, but I won’t assume that’s the goal. In my opinion, there are several things that separate AoM from other ES titles, particularly AoE2:

First is wildly different civs. Civs must play and feel different, while not being inherently inferior or superior to each other. As to what civs to include, obviously the AoM1 civs will be there based off of the teaser. As I previously mentioned, I’m agnostic about the Atlanteans as they are really just the Greeks with a new skin (if they are being kept, maybe replace them with Romans, who are a civ that actually existed and also hijacked Greek mythology??). I hate the Chinse and welcome never seeing them again in AoM unless they are fixed. In my opinion, if you remove a unit from a civ (elephants from Eggys) to give to another civ (Persian/Indian civ?) and make the game a little more realistic, I don’t think the community will deeply care. If you add seven new civs that are all variations of the Greeks or whatever, then we are now playing Age of Empires, Mythology Edition instead of AoM, and many people will care. Quality over quantity, and take your time.

Second is the major/minor god system. This has to stay in a meaningful way. I welcome adding new major/minor gods if you want, but they need to be balanced so that they are all generally viable as much as possible.

Third is that compared to AoE2 in particular, AoM plays differently, and often much faster (in my experience, at least). Three things create (or at least greatly facilitate) this unique play style: settlements being fixed, units taking more than one pop space, and limited numbers of houses/pop. These three factors, I think, create AoM’s play style. They force you to make terrain decisions that you don’t have to in other Age games, and you have to be very selective of what units you build. Greeks can’t just spam a ton of colossi and go to town because they take so much pop space. I therefore think that these elements need to stay, or at minimum should be the default settings. I’m probably in the minority on the pop cap question, but I think the limited house number and pop cap is integral to the game. Maybe increase max pop cap a little, but don’t under any circumstances make all units take one pop space or double the standard pop cap.

Last is 3D graphics. Units can’t stack on each other in the way they can in AoE2.

I think everything else is gravy. I know you’re going to improve on the graphics and will redo the score. If this is a DE, I think being able to toggle between new and old music score is good. If you do keep the Atlanteans with their many multi-use god powers, I think that certain GPs in other civs should also be multi-use.

Here are a few other points that I saw in other peoples’ posts that I wanted to comment on:

Titans: I like Titans and would like to see them in the game, but keep titans an optional setting. Pathing for them can be really frustrating, and they can’t go through water. These should be addressed. They should be able to walk over darn near everything and dish out trample damage. At least one person also mentioned adding more skins, even one per major god. I don’t know if that many are needed, but maybe two skins per civ, and which one pops up is random?

Home menu updates: I hate the stupid default Tales of the Dragon start menu. Make the start menu more like the original games. Also, adding Art of War missions (for each civ??) is a good idea.

If DE, please get rid of new EE units (I’m looking at you, Norse Archer guy).

A few people mentioned favor cap or GP adjustments, such as using favor (and maybe gold) to be able to reuse a GP. The 100 favor limit does seem a little restrictive, and I’m personally ok with reusing GPs as long as it’s balanced well and only applicable to specific ones (Meteor Shower probably should be a one-time thing). Either way, I think you have to keep favor since it’s a mythology game, so don’t add stone.

One comment brought up limiting how many trade caravans can go to a single TC. This seems like it could be interesting, as it would increase trade risk and I think could make the game more interesting. Maybe it’s worth looking into.

Please leave auto-production/ auto-queueing. Maybe have it as an option that can be turned on/off.

Campaigns: If DE, remaster/reshoot the campaigns. If not, I think that the AoM1 campaign that covers a single over-arching story and jumps thru the civs is the right approach. Either way, if you release more civs, then create more campaigns that also switch around between the civs. Short campaigns that stick to a single civ are fine, but main campaigns should not stick to a single civ, IMO.

Can we make the relics look different, with each one looking different or a few different skins based on what they impact (military, economy, myth units, techs)? This was supposed to happen when the game originally released, but ended up not for some reason.

I’ve seen a lot of comments on the scenario editor. Create something that allows people to showcase their own creativity please!

Lastly, once again, best of luck with balancing and all of the other things that go into making something like this successful. Thank you!

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I agree that pop space works fine, especially balancing units like the Titans or Greek Colossi.

However, I always felt that limiting pop space based on the number of TC’s restricted gameplay too much. Maybe one player wants to make a comeback, or had units with lower mobility, and cannot compete late game. Controlling more TC’s means that you can produce more villagers and have more resources (gold) anyway, so giving a fixed maximum pop cap (regardless of number of TC’s) would make the game more fun in my opinion.

If we were to include recent cryptids then that means the regular units would then be carrying guns, piloting airplanes, helicopters, missile launchers, etc…

I don’t know all about that man.

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This was intentionally done to incentives map control and to stop people from ‘cornering’ and refusing to forfeit.

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The first idea was an idea for editor-only units and the second was a suggestion for a reward to incentivize players to try and beat all the campaigns on the highest difficulty. They both sound silly and even stupid for a game based on ancient and mythological combat, but they could be fun to play with in a carefree casual setting. I’m looking forward to the new cheat units they let us custom game creators play with.

Ah okay. Thanks for the clarification!

True enough, I was just mostly spitballing ideas and seeing what others might say in response. Another idea could be to let players build town centers anywhere at an increased cost and maybe nerfed stats, but also letting them cost cheaper and have normal stats if built on a settlement. If that sounds more like a hassle then we can just keep things the way they are for town centers without reinventing the wheel.

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I would just say that the key thing about the settlements is that they are the only other way to raise your pop, so if you have a more expensive TC that also impacts pop that you can build anywhere, you have gutted the terrain-control aspect of AoM. You’ve fundamentally altered a key point of concern (holding settlements) that separates AoM from other Age games. If you can build it anywhere but it doesn’t impact pop, then it could help you boom, but I’m not sure how practical that is.

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All good points, thank you for furthering what [SoullessHeathen] was trying to tell me. I think I just might stick around longer in this thread. I’m still peeved that they got rid of the discord thread and didn’t give some of us the time to archive responses. Overall this way is more organized and feels more formal.

One thing I think would be cool is if every major god got access to a unique human unit similar to the Greeks. Atlanteans on the other hand might instead have their unique unit instead be awarded through the choice of Mythic minor God like Helios.

Another thing I think would be good would be “Treasures” aside from relics (like statues that can be used to gain resources or special huntables that give favor in addition to food when hunted) sown across the map and guarded by monsters albeit much similar to Age of empires 3, albeit much less prominent.

Another more minor idea would be to classify myth units in a similar manor to Human units and some heroes for countering purposes -among the classical greek myth units for example, The Centaur would be a (Cavalry)Archer, while both the minotaur and cyclops are infantry.

Also, building upon my prior idea of minor civs being within settlements and enabling access to new gods/ units, here are a few ideas for greece-

Hades/Cthonian Settlement
Minor gods unlocked:

Classical age - Persephone -focus: economy
God power - Coming of Spring- Instantly spawns up to 9 farms in a 3x3 and provides abreif increase in their gather rate.
Myth unit - Orthus: Giant two headed dog that leaps into battle with a weak aoe attack
Techs-
Underworld pomegranate - Reduces the non favor cost of myth units
Plutus’ wealth- Makes markets and caravans available in the classical age and increases the rate of which they generate gold.

Heroic age- Tartarus -Focus: anti hero units
God power: Imprison- Seals units in the target area away from the world for a time. Units cannot enter or leave imprisonment. Units that have been imprisoned are for all intents and purposes “paused” and cannot take any form of action or be acted upon (such as being attacked). Any temporary effects on the unit such as poison or healing are also paused and will resume upon the moment imprisonment ends. Imprisoned units do not take up population
Myth unit- Caucasian Eagle- Flying myth unit effective vs heroes
Techs-
Tantalus’s torment- Human units to bonus damage to heroes
Sisyphean task- Human units take less damage from heroes

Mythic age: Typhon -Focus: Myth units
God power: Typhon unleashed- Costs 50 favor and 1000 of all other resources. Cannot be used if those resources are not available or if Titans are not allowed. Creates a special titan gate where when finished will release Typhon onto the world. Typhon is an extremely powerful ranged unit whose attacks deal AOE damage but is significantly less effective against buildings than other titans.
Myth unit- Ladon- Ranged variant of the Hydra (Grows head in battle).
Techs-
Father of monsters- Heroes occasionally spawn myth units like Loki or in the case of Loki’s Hessirs, increases the rate which they spawn them. Pharaohs and Greek heroes spawn myth units faster than mass produced heroes other than Loki’s Hessirs.
Rage against the Heavens- Myth units take slightly reduced damage from heroes and greatly reduced damage from god powers.

Troy Settlement

Human units unlocked-
Trojan worker- Limit of 5. A worker that works at 2 times the rate of the civ’s standard villager or 2 times the rate of a Greek villager when Atlantean, but costs twice as much and requires twice the population. Instead of normal walls and gates, can build Trojan walls and gates which cost more and require more space, but are proportionally more durable and are automatically improved upon age up.

Minor gods unlocked

Classical age- Demeter – Focus Economy
God power- Revolt- targeted enemy economic units aside from ox carts will refuse to collect resources, build, or repair for a time and move slower. Norse infantry in the target area will also refuse to build and repair but will not be forced to move slower.
Myth unit- Calydonian Boar – Powerful boar unit that occasionally fires bolts of lightning
Harvest season- increases all food gather rates
Drought and Winter- Cavalry and cavalry archer type units do bonus damage to villagers
Two Queens- villagers train faster

Heroic age- Eris- Focus Economy
God power- Anarchy- A more powerful one use version of chaos.
Myth unit- Siren- Myth unit that can transition between a flying form that is and a sea born form. Can occasionally stun a human unit with their attacks.
Tech-
Apple of Discord- Myth units cost less favor
Aeneas’ Legacy- Villagers gain HP, harvest all resources faster, and build structures faster
Enthrall- Decreases the time necessary for sirens to wait between stunning enemies. Also increases the movement speed of air form and damage of sea form

Mythic age- Hesta- Focus houses
God power- Time of wonder- Places the foundation of a wonder anywhere on the map at reduced cost. Cannot be cast if the player has insufficient resources.
Myth unit- Geryon- Multiple bodied giant. Can attack multiple units simultaneously.
Techs-
Sacred hospitality- Houses provide 2 additional population and manors provide 4 additional population.
Ambrosia- Houses heal nearby units.
Lady of the Hearth- structures slowly recover hit points over time.

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You honestly made me giggle a bit with the idea of villager names to get a connection to them xD i mean first of they can die so easily, you sometimes have around 40-70 villagers - how will you make a bond with them? xD also Norse Hersers have names too and you spam them often - did I get a connection to them cause they have names? No not really I just sometimes giggle when I read their generated names - well if I read them.

But i REALLY like the (more gory/brutal) special attack idea. A blood dlc, like CA does with Warhammer, would be an idea too. Since i assume the devs of Retold will still try to aim for a PEGI 12. (which also will reach more people obviously)

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