tgb wrote:With these updates do you have to download a whole new build, or can you patch the one that was released initially?
It's a patch you can grab right next to the original download link.
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tgb wrote:With these updates do you have to download a whole new build, or can you patch the one that was released initially?
Sepiche wrote:tgb wrote:With these updates do you have to download a whole new build, or can you patch the one that was released initially?
It's a patch you can grab right next to the original download link.
tgb wrote:Butterknife -
What difficulty and size map were you playing?
ydejin wrote:Butterknife wrote:There are still many bugs. I cast a spell that was supposed to let my tactical battle spells cost half, but when I got into the next fight they had doubled. As my main hero was a caster, it was almost the death of me right there! Luckily I also built up an absolutely kick-butt fighting hero and he managed to save the day. Maul has got to be the most overpowered ability in the game -- at least against a lot of the slower monsters that can't dodge.
Hmm. Was that Mantle of the Oceans? That was definitely bugged in 0.75 and doubling the cost of spells, but it's supposed to be fixed in 0.76 and it does appear to be working correctly for me now.
Brad Wardell wrote:The end game slog is something that Derek has plans for. One nice thing is that since this is a magic-based game, there are lots of interesting things you can do to make the late game different.
There's probably going to be an update today -- 0.77 to fix the maul bug but I snuck in some AI stuff too.
Butterknife wrote:tgb wrote:Butterknife -
What difficulty and size map were you playing?
I was playing on a small map at medium difficulty with 3 other AI players (1 friendly, 2 unfriendly).ydejin wrote:Butterknife wrote:There are still many bugs. I cast a spell that was supposed to let my tactical battle spells cost half, but when I got into the next fight they had doubled. As my main hero was a caster, it was almost the death of me right there! Luckily I also built up an absolutely kick-butt fighting hero and he managed to save the day. Maul has got to be the most overpowered ability in the game -- at least against a lot of the slower monsters that can't dodge.
Hmm. Was that Mantle of the Oceans? That was definitely bugged in 0.75 and doubling the cost of spells, but it's supposed to be fixed in 0.76 and it does appear to be working correctly for me now.
Yeah, that was the spell -- Mantle of the Oceans. It doubled my mana costs. I was definitely playing 0.76 too. Unfortunately I don't have a save game from there, so I can't prove it or send it in to Stardock to take a look. Maybe it was because I started the game in 0.75 and switched to 0.76 after the first 10 turns or so, without starting a completely new game.
Oh yeah, and a big "Huzzah!" to the programmers for getting the AI processing onto a separate thread -- I absolutely love how quickly the turns go. Being able to hit "End Turn" and having it be practically instantly my turn again, even with saving every turn, really adds to the one-more-turn factor. It is easy to overlook but makes a huge difference when you are actually playing.
lokiju wrote:I'm enjoying this beta immensely so far. I agree that the late game is a chore, but I also feel that it seems to be true of most 4x games. One thing I loved about the Warlords games was the plot point system. A creature gets created in town A, and it automatically goes to town F for you.
tgb wrote:Enjoying my .77 game. Oddly enough, while there is no coast within my borders, I am able to build a dock. I assume that's a bug, but who knows?
tgb wrote:Enjoying my .77 game. Oddly enough, while there is no coast within my borders, I am able to build a dock. I assume that's a bug, but who knows?
ydejin wrote:Sadly docks cannot be built on the coast (I tried). They are only build-able on rivers.
Shinjin wrote:ydejin wrote:Sadly docks cannot be built on the coast (I tried). They are only build-able on rivers.
Assuming it's not a bug, someone should recommend "wharf" for an ocean-side structure.
LordMortis wrote:There should be a key to scroll through heroes that have yet to move.
abr wrote:LordMortis wrote:There should be a key to scroll through heroes that have yet to move.
TAB might be of interest to you.
LordMortis wrote:abr wrote:LordMortis wrote:There should be a key to scroll through heroes that have yet to move.
TAB might be of interest to you.
It might rabbit. It might. Is there a hotkey listing that I missed (Like not coming through the options menu) or did you just mash buttons until to found it? In short, are there other hot keys I should know about?
Jaymon wrote:I am continuing to have trouble with corrupted save games, even when I made the save myself and shut the game down as expected. Because of that, I still have very little experience in the end game.
And maul. Egads maul. It is seriously broken. But I am still enjoying the game, very very strange.
Baroquen wrote:I'm getting into an endgame scenario in my current game, and it's things are getting a little rough to manage. I loved playing and getting to this point, and I'll probably finish (was just busy today), but yeah, there's a lot to handle at the end.
Haven't had any corruption problems yet, knock on wood.
I like maul on the mobs... adds some danger to the mix. It was a little overpowered when I gave my fighter champion an axe with the ability. (But hey.. I don't mind steamrolling the competition sometimes!)
LordMortis wrote:though most of the enemies seem to die pretty quick and comes down to game of about 5 to 6 players pretty fast
Sepiche wrote:LordMortis wrote:though most of the enemies seem to die pretty quick and comes down to game of about 5 to 6 players pretty fast
Brad mentioned over at Qt3 he found a bug that was causing the AI to occasionally get slaughtered. Their leaders would go out and if they got killed by a creature they would respawn in town, but the creatures target wouldn't be reset, so it would make a beeline for the town the sovereign was in and destroy them both.
Zarathud wrote:Having problems with the login. Is it just me?
February 5, 2012 3:54:19 PM from Elemental Forums Elemental Forums
I can't promise 0.78 this week. It'll be Derek's call but I'm pushing to delay it. There's a lot of feedback to integrate into balance. Plus, there's a crapload of new music and art that has to go in that is just very time consuming.
[SUGGESTION] How to Make Champion Injuries Fun
By C0LDsteel on February 8, 2012 10:38:22 AM from Elemental Forums
“… The most significant direct change to champions is that injuries matter more. If you have a champion with 6-7 injuries on him he will be severely handicapped, it may be time to hand his equipment over to a promising newcomer without the battle scars.”
I think it’s great that injuries will matter more in the game. However, if injuries matter to the point that a powerful champion eventually becomes useless or unusable, I think that simply fosters an incentive to reload.
Since I think that the intent is to balance out the power of heroes, I have a suggestion that I think both fits the original intent of this change yet will add increased depth and fun to the gameplay along with interesting decisions about how to use your units and resources.
At the heart of it, the incentive to reload to avoid crippling injury really boils down to two things, I think.
1) No one wants to have a once great champion reduced to the point of zero usability without any possibility of rehabilitation.
2) The game provides no incentive to let them get injuries.
I think both of these can be addressed fairly easily entirely within the framework of the existing game by providing a mechanism for “rehabilitation’ of champions and by making that process fun and interesting.
My suggestion is to add quests for badly injured champions that “heal’ battle wounds or conditions. This provides a (time consuming way) to eventually bring a champion back up to fighting snuff. The quests could be unique to injured champions and completing each one could remove only one or two random conditions/injuries. If they have many injuries, that could take a while. They quests could be triggered only after the champion reaches a certain level of debilitation.
An example of such a quest might be to find a reclusive healer. Once found, the healer might have a quest of their own they want the champion to complete before they will help them. Another example: Find a legendary lost healing spring which might have guards that need to be defeated before the healing spring can be used. Each quest would only remove one or two “wounds” so a champion with a lot of them would have to complete multiple quests to get back to a usable state.
Since the champion is badly hurt and can’t fight well on his own, you would need to send units or possibly another champion along with him for protection and help. This introduces interesting game play decisions about how you want to use your units and resources during the game. Is it better to use my units now to protect that front line over there or defend this city over here or is it better to send them along on multiple, time consuming quests to eventually regain the power of one of my best champions? How many such quests should I let him go on? Just few enough to where he is marginally usable again? Or complete enough of them to where he is a power in the world once more? These are fun kinds of decisions to make.
If such a system was in place, I would not reload and would let my champions get injured because I would be able to have a lot of fun later on in the game trying to bring them back to glory once more. I would welcome and look forward to the interesting decisions I would have to make in order to rehabilitate my champions.
This suggestion also serves the purpose behind the intent of the change quoted above of balancing out Champions power in the game because they still get injuries, still become ineffective, still get removed from play for long periods of the game while they are questing for “cures”. The difference is that this is fun.
Shinjin wrote:It's an interesting idea, but I don't think it would solve the reload problem. I'd still be more likely to reload the game since cumulative injuries would effectively remove my hero from the game, along with additional resources to protect the hero, during the rehabilitation period. This would essentially handicap the player.
Now if rehabilitation did *more* than just restore the hero, then it might be worth it.
Jaymon wrote:I am just wondering if the AI heroes have the same sort of injuries. I am tired of whacking the exact same stack of heroes over and over while conquering an AI country, it would be nice to have some proof that the heroes are in fact getting injured
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