- The voice over in the cutscenes falls far behind the subtitles.
Caption timing has not been implemented yet. I forgot to put this in the release notes.
- Resolution options. I don't know if this is possible to change yet having some form of drop down menu would be much easier
I agree completely. Ideally I would like to make all of the options drop-down boxes. We have added some support for dropdowns in our GUI system, but it's still a little rough and so we went for the simpler option for now so we could focus our time on gameplay. However, if we get a chance we will upgrade this stuff.
- The UI seems to be a little off center
You're right, I've been staring at it so long that I hadn't notice. I've fixed it now, so it will be in the next update.
- The hotlink to Caesar that shows during the first objective when moving him to Geneva doesn't actually bring the camera back to Caesar himself.
I couldn't duplicate this one. Are you talking about the 'A General Arrives' objective? When I click it it jumps right to Caesar.
- Roman Legionaries when fully zoomed in have elongated and stretched faces, almost as if the model is struggling to fill the helmet. Screenshot taken if needed and/or not intentionally this way.
- There's a chance this could be a problem the dynamic face system (the faces are added separately to the units to provide a little more variety), but I'll pass this on to the art team.
- A major sound glitch. The sound that plays like a drum beat after issuing an order or clicking a button starts to spaz out.
Probably a bug with the alert system. Sometimes the system gets in conflict where an alert is triggered and then cleared in a loop causing repeated warning sounds. Sadly this was also an issue with Gold and I should really find a permanent fix.
- When exiting the game (Only way to fix the sound issue above I've found so far) the game crashes, the appcrash report gives the exception code: c0000374 if that is important at all.
Yes, crashes on exit are unfortunately common at this point and we have a bug filed about it.
- Keyboard shortcuts cant be rebound? Is this a beta thing to keep everything accurate across testers or just not in yet? Took me a while to figure out that V no longer moved the camera between visible enemies.
It was on our wish list to add in-game keyboarding rebinding, but we haven't gotten to it yet. It should still be possible in the controls.xml file in the game folder as it was in Gold. I don't know if the shortcuts got accidentally switched from Gold, but right now it seems 'X' is visible enemies and 'V' is out of supply (these should be listed on the tabs eventually)
- Several at a glance pieces of information are missing. Things like soliders alive vs max capacity (25/30 for example), current garrison vs max efficient garrison (80/80) and no garrison strength requirement info, as in Gold where it told you how many troops were required to prevent rebellion. While none of these are major issues, having to mouse over each tiny icon for a tooltip does feel overly fiddly and can break the flow.
This was one of the issues I was expecting to come up so I'm interested in hearing what people think. The reason I dropped the denominator on those city stats was so that I could make the numerator larger and to reduce the overall clutter since some players seem to find it more intimidating when there are a lot of numbers on screen.
I was hoping to get away with leaving the maximums in the tooltip since they generally aren't as important as they were in Gold. Using the example you gave, rebellion is no longer an on/off issue so there isn't really a set garrison size needed to prevent rebellion but rather that more is generally better.
For now, I plan to see how it goes and what other players think and if proves to be an ongoing issue then we might end up making that panel of the GUI wider so we can include both numbers in a large enough font.
- The Picked Cavalry from Geneva. When I beat one of the two Helvetian units south of Geneva I sent the cavalry to capture them for slaves. Once this was finished I selected the slaves and ordered them into Geneva, reselecting the cavalry their tooltip on their unit card from this point on when moused over showed the unit info for the slaves, not the cavalry. Screenshot of this also if needed.
While I haven't heard this one exactly, there are some documented bugs with the unit portrait not updating correctly. I'll look into it.
- The way the hostages work? Fantastic, I love this new feature!
Great to hear!
- Supply nodes. Are they limited at all? I could find no indicator on towns anywhere to tell me this. Also farms can be connected to other farms? Does this serve a purpose or not intentional?
Not really. Resources always take the shortest route, so there isn't any advantage to redundant connections.
I'm toying with making them cost money so that there is encouragement not to go crazy with them (and also to provide some empire management). My only issue with that is I don't want to discourage players from making them in the first place and I don't really want players to be actively deleting them to save money.
The idea behind connecting farms is that you can daisy-chain them together since a series of shorter routes is more efficient than a single long one. It also makes the map a little cleaner.
- Once you have moved Caesar to Eporedia and discovered the forts, you get the mission to connect them via supply lines. Took me a minute to work out that the supply line could only be created one way from the closest fort to Eporedia, attempting to connect from Eporedia to the fort kept giving path not found errors.
That was reported before, but I haven't looked into it yet. I believe it's a problem with where the path search engine starts. There is a cap on the max number of nodes it will search and you can hit that cap earlier or later depending on what the terrain is like where the search begins.
- Units not replenishing troops outside of a building but within supply range.
I was expecting this as well. This was deliberate, but I'm 99% sure I'm going to change it.
In gold, I was concerned it was often confusing whether your units had a connection back to their home when there were inside multiple supply rings from farms, forts, etc so I had been thinking in Rome to limit recruitment to when you're inside a fort or city. However, I haven't liked out his has been playing so far in testing so I'm planning on changing it back so that units can recruit replacements whenever they are in a city/forts resupply zone and there is a route back to their home city. This will also work for workers in farms since I don't like in the early game having to wait for the workers to finish recruiting before sending them to the farm.
- Construct unit window. Noticed it listed Roman warship twice, with no difference in the description between them, though they did seem to have two different grayed out unit icons.
Oops, one of those should be the Roman transport which is the hybrid Caesar designed for his second crossing of the channel.
- The option to have towns and forts stockpile zero resources. As with the hostages, I love this! One gripe with Gold was forts always having to maintain 25% despite them being well within my borders, unmanned and serving as little more than supply links between towns/farms.
Cool, I've had some conflicting reports on this as some players were confused when the fort had no supplies locally, but still allowed you to resupply along the supply lines.
- Upon ordering legions to capture a city they marched their merry way over and began to do so. However when the defenders sallied out, they ignored them completely and just stood there losing soliders until the capture had finished.
I'll look into that. Your units in Rome do have the ability to auto-attack when they encounter an enemy, but something might have been going wrong in that case.
- Unit cards. The little crown stating a unit had a general attached was a nice bit of 'at a glance' info in Gold.
Yep, the units cards aren't finished yet and will definitely have the general "crown" when they are done.
- The message box. Another quality of life thing. Is it possible to make this adjustable in size?
Are you talking about the box in the bottom-left? There is a secret option to hide it right now, but not to change size. This is definitely something we could do. Are you thinking bigger or smaller?
- Units moving through narrow passes sometimes have individual soliders that seem to get pissed off and pull of superhuman feats by charging directly across the terrain, mountains and all. Impressive and amusing but I fear factually incorrect :)
This is probably just a visual bug where the unit's 3d mesh gets out of sync with it's real position. I suspect if you had panned away and come back the unit would have immediately jumped to it's proper position rather than running over the mountain to get there. AS a visual glitch, this shouldn't affect gameplay but we will try to fix it before release.