What would you like to see in Myth Retold?

The question is if it’s supposed to be a good healing feature or more of a side effect of a resource stealing feature.

Greeks are designed around not having good healing options.

Well probably both. I would argue that if that is Colossus’ only special feature he should at least be good at it.

Probably…the post-release DLC patch is still missing…

Sure, like AoE 3…

Yes, the healing of the Colossus is more circumstantial and when they are not in combat… for example, you have a handful of Colossus that in a hallway fought with several human units and were left half-wounded, you take advantage of the fact that they are not fighting and you put them to eat trees (although they eat them very quickly) and the best thing is, large gold mines of 6000 that can last a while until they eat them whole and recover all their life…

1 Like

Just completely random and off topic. But I finally figured out from where @Vumie3404 profile pic is from!
For everyone interested in animes: it’s from
JoJo’s Bizarre Adventures (a pretty damn freaky but very creative anime)

And back to the topic: I would, at best, (still) like to see at least one upgrade for each myth unit which is visible. (at best with golden trim/jewellery/armor/scales especially since military champion line upgrades are still golden and not like… iron as you would think. Would be awesome. any design decision you make I trust you guys you have a good taste just do it please! x))

I hope we eventually get a option to Disable Wonders that is what I want so much for when playing Comp Stomps is no Wonder games.

1 Like

Visual upgrade indicators for human and myth units, return of the Greek Cataphract for editor purposes at least, return of villager shore fishing but as a toggle or for editor purposes
Port of some old beta units like Golem, Trollkarien, etc.
ALSO the return of Khopesh, Bogsveigir, Hippocrates, etc. at least for scenario editor use

Although I like Draugar’s special ability, brining back Trollkariens as deer men archer you could harvest food from when dead would have been cool too :sunglasses:

2 Likes

I would like to see Cyclops and Argus get their instant kills back. Since Toatie gets one, I don’t see why they couldn’t have theirs. Argus melting units with acid was really awesome 20 years ago. The modern one’s definitely isn’t as cool currently (oh wow, another aoe special attack that can be avoided. How unique… yes, sarcasm :sweat_smile: )

I really want campaings of myths, like, argonauts, hercules jobs, troy war, journey to the west, Horus revenge against Set, etc.

4 Likes

@FE_Yorkie Would it be possible the bring in Carole Ruggier (Athena’s Original VA) to record a new line in AoTG for when Kastor (Legend) falls in battle? Having her announce “A Legend Has Fallen” is so better then a new sound effect with so much going on in battle.

If not then re-use “A Hero Has Fallen” instead.

1 Like

I just did the survey.
Thanks for giving us all this opportunity!!!

(took me about an hour to finish - but only cause I had to write so much)

I would like to see a hyperagressive pantheon without walls but their villagers could move slightly faster and have a spear for small (2x) anti-cav bonus. Likely native americans.

I think they should have option to build something else than Town Center at settlements. Possibly some kind of sacrificial temple that gives miltary bonus around it. Maybe they could place castles in Settlement making them stronger and provide pop equal to TCs. Their unit roster could be cheap but very pop inefficient lategame, even more so than Norse.

The temple and lack of walls would incentivise them to build forward bases. Give them some weak 2 pop units that cost no gold, so they have couple options even if they can’t secure gold mines or trade with lackluster defenses. Battle of them and Norse would be legendary.

Improvements for New Players and Learning:

  • Normal Art of War: Implement a general “Art of War” mode (a tutorial more advanced than the campaign) covering core advanced strategies and mechanics.
  • Art of War by Pantheon: Include specific “Art of War” challenges tailored to each pantheon in the game, focusing on their unique strengths and strategies.
  • Interface Information: Provide more information visibly in the interface for new players.
  • Guide Mods: Consider the official inclusion of mods that help guide players.
  • Slow Gameplay Lobby Mode: Introduce a lobby mode where players can choose to play with a slower gameplay speed. This would allow more time for decision-making and learning.

Lobby Features:

  • Lobby Level Filter: Add a filter to the lobby system that allows players to search for games based on the average or self-reported skill level of the players in the lobby.

Game Modes and Engagement:

  • Arena of the Gods: Make the “Arena of the Gods” mode more engaging, immersive, and with greater replayability.
  • Weekly Challenges: Include more weekly challenges with rewards for players.

Support for the Modding Community:

  • Popular Mod Integration: Officially include the most popular mods within the game.
  • Encourage Mod Creation: Encourage modders to create more interesting content for the player base.

Optimization and User Experience:

  • Graphics and Readability Optimization: Continue optimizing graphical details and the game’s readability.
  • Bug Fixing: Keep fixing bugs that affect gameplay and game stability.
  • Pathfinding Improvement: Further polish and improve the unit pathfinding in the game.

Maps:

  • Map Variety: Maintain the commitment to varied maps.

Competitive Environment:

  • Ban and Favorite Map System: Implement a more favorable competitive environment with a map ban system and the ability to select a favorite map.
  • RNG Reduction: Look for ways to reduce the Random Number Generation (RNG) factor in the game.
  • Balancing: Continue working on game balancing.

With these improvements, the game will retain its current player base and experience an increase in popularity with the release of new DLCs.

The feedback is there, they just need to get their act together.

2 Likes

I think a big sticking point right now is that the Norse have a 4th deity while the other civs only have 3. To try and make it more fair (and because I got bored last week), I designed a 4th Main God concept for the Atlanteans and for the Greeks. I was also extremely bored and so I created a concept for a whole new pantheon, based upon Shinto Mythology. I’ll post all 3 google documents here

Again these are just my concepts based on others that I saw, and what I think works best. I do ask to please not get flamed for anything. I know Nyx especially has some balance issues, but that’s something for trained devs to work out

2 Likes

1- the learn option

A-should be customizable for units as well not to be filtered by name.

B-the same section to show if the unit is good against something what is the multiplier against which unit.

C-in each unit to be mentioned the category of unit for example elephants are considered cavalry which is not really obvious (this will help knowing which upgrades it benefits from and which units works best against it.

3-A new game mode in which 2 players can play in 1 player where 1 player will be assigned to the fight of the army and another to the production and economy managing, this will really help for the guy who is fighting to focus on fighting strategy and game plan, so one as defence plan and one as attack plan, this will really be enjoyed as it will be less clicking but more planning, think about it as in real life old wars the technical guy will never be in the fight itself

I have seen many people encounter the “AI on the same team with player condition in offline skirmishes”. And they get confused why the game ends in 20 seconds. It would be better either:
1- The game didn’t start if all players are on the same team.
2- (which is better in my opinion) If the game started with no enemies the game should just continue as an endless sandbox game mode.

Also, I would like the game to continue in offline mode after the match is finished like in SC2. It helped me a lot cause I could analyze and play around a bit more with the army of my teammate who carried me in the game.

Dunno whether someone has mentioned this before, but I was playing a match recently and came across an idea for a new god power - Reverse. Essentially, if an enemy uses a destructive god power like deconstruction, earthquake, tornado, meteor, etc., Reverse would ensure that the power is reversed on the player using the destructive power. On the other hand, if the enemy uses a beneficial power, like the one that increases the gold mining rate, it would not work for the enemy but for the player using the Reverse power.

Obviously, being so strong, it will have to be adjusted and nerfed a bit, and it will be a Mythic Age power. While it is not possible to predict when someone else will use a god power and which kind, Reverse can come in handy when attacking and sieging enemy towns, as there’s a good chance the enemy will use a destructive power while defending. Let me know what you guys think and whether it will be a good option after adjustments.

Kind of reminds me of Uno and the swap direction cards :grinning_face_with_smiling_eyes:

And Medusa too to be honest. Like who survives petrification :moai:

1 Like

I would really like to see more options when setting up a skirmish game (or local game) to change the rules to be closer to the old AOM like limiting god powers to only one, two or three uses as they were in the original game. I am mostly thinking about this since some powers being unlimited detracts from my enjoyment of the game. The primary power to cause me issues is Fimbulwinter as it makes it extremely hard to get any production done at all and just slows down gameplay. It is easy enough to deal with when it had limited uses but when it can be used any number of times it gets rather frustrating.

2 Likes