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GreenGoo wrote:With all the discussion of heroes, my question is about the game mechanics.
Is this a 4x game with heroes, or is this a hero game with 4x attached? Heroes of Might and Magic is a hero game with 4x elements attached imo, if that helps explain the distinction I'm trying to make.
It's somewhere in the middle
Baroquen wrote:tgb wrote:Baroquen wrote:Stupid question, but I can't find the answer. The options mention some sort of "snap" back when rotating the map. How do you rotate the map?
Move mouse while holding down the middle button. There may be a way with the keyboard, but it's a state secret.
Yeah, that's not working for me. Still at a loss. Oh well.
Baroquen wrote:Yeah, no rotation at all. Maybe a mouse issue on my end or something. I don't know. /shrug
TiLT wrote:Baroquen wrote:Yeah, no rotation at all. Maybe a mouse issue on my end or something. I don't know. /shrug
If you've got a mouse with programmable buttons, like a Logitech mouse using SetPoint, make sure you've not configured the middle mouse button as anything but a middle mouse button. Most games won't recognize it unless it's set to the basic setting.
TiLT wrote:Baroquen wrote:Yeah, no rotation at all. Maybe a mouse issue on my end or something. I don't know. /shrug
If you've got a mouse with programmable buttons, like a Logitech mouse using SetPoint, make sure you've not configured the middle mouse button as anything but a middle mouse button. Most games won't recognize it unless it's set to the basic setting.
Patch 0.76 (not yet released)
Bugs:
+ Fixed an issue that kept players with captured drake and forest drake lairs from being able to train them
+ Added temp tile designs for Drake camps, Forest Drake camps, Mercenary camps, Naja camps, Ogre camps, Ophidian camps, Troll camps and Wilding camps
+ Naja, Ogres and Ophidians are now recruited as single units.
+ Fixed an issue that was causing swamps in the players ZoC to look like forests.
+ Fixed a lost device crash in desktop mode.
+ Fixed an issue with the arena tactical battle arena.
+ Fixed a crash attempting to fill the environment map if the sectormapper isnt initiated.
+ Fixed a bug with the Run Wild (Varkana's) quest.
+ Ring of Storms isn't available for unit design anymore.
+ Fixed a bug with Mantle of Oceans that was causing it to increase tactical spell cost instead of decrease it.
+ Fixed Throwing Knives.
+ Fixed the Powerful custom faction ability.
+ No more pauses when Air Elementals cast spells.
+ No more pauses when Troll Shamans cas spells.
+ Fixed bug where if a leader of an army was killed, their surviving sub units were not reformed into a new army, which was manifested as if you killed the leader in an army, but ended up losing the battle, the entire other army still died.
+ Fixed an issue that allows the build button to work on resources that are outside of your ZoC.
+ Fixed an issue with a conversation tag from Resoln to Yithril.
+ Fixed an issue with a conversation tag from Gilden to Resoln.
+ Fixed AI bug where pioneers would never look for a city unless they had escorts, even if the destination area is safe
+ Fixed bug where AI would declare war on players it has never met
+ Got rid of several repetiative debug messages.
+ Fixed crash bug that would occasionally occur on loading a saved game
+ Optimized load save game code to reduce big game loading times from >2 minutes to <30 seconds
+ Fixed crash bug where unit stats were being modified by multiple threads at once
+ Fixed crash bug where modifiers were being modified by multiple threads at once
+ Removed critical seciton around GetHarvestPerTurn() that caused deadlocks
+ ProcessEvents only occurs every other frame to improve framerate (this should be followed-up with more cleaning of the event queue)
+ Auto Saving now has a Debug.err message around it so we can easily tell if a crash occurred during autosave
+ Fixed bug that caused turns to get stuck on occasion
+ UpdatePioneerImpAssociatedCities() moved to a background thread so that late game animation remains smooth
+ Fixed crash bug related to Pioneer Improvements being reassociated
+ Fixed bug that caused AI to cast strategic spells from the main game thread
+ Fixed AI bug where it would send a pioneer unit to a location too close to a city and try to build there and get stuck
+ More cowbell
+ Fixed crash bug where background thread was trying to update the UI
+ Fixed crash bug related to a unit being added to a city in multiple threads at once.
+ Fixed crash bug related to a unit being clicked on in a city at the same time as a background thread was accessing the unit
+ Moved Increment Hitpoints to the top of the event list because it's one of the most common events (performance)
+ Rewrote OnEndGame() to clean up data more cleanly
+ Fixed deadlock related to GetCityByIndex()
+ Fixed deadlock related to GetCityCount()
+ Fixed AI bug where it would go to a quest location that has already been visited
+ Fixed a missing tile design for the clay quarry
+ Fixed the clay quarry so it correctly gives a material
+ Fixed the empty lairs on the Northern Waste wildland
+ Fixed some empty lairs on the Burning Lands wildland
+ Fixed memory leaks
+ Fixed the white particle effects in the Fog of War
+ Torax's head trophy will now correctly increase the gildar of your city
Balance:
+ Regeneration also works in tactical combat (instead of just on the world map).
+ Magical Bows are more common as loot drops.
+ You can recruit more darkling and wilding warriors from those lairs
+ You can design units with Ignys Bows now with Arcane Weaponry (and archer will upgrade to them).
+ Giant Form and Growth can only be cast on sovereigns or champions.
+ Berserker's Axe reduced from 20 Attack to 10.
+ Berserker's Broadsword reduced from 22 Attack to 11.
+ Made the following level changes to monsters:
Abeix: 15 -> 18
Ashwake Dragon: 10 -> 15
Clambercoil Dragon: 7 -> 12
Delin: 15 -> 19
Drake: 8 -> 11
Fell Dragon: 9 -> 13
Forest Drake: 6 -> 9
Giant Rock Spider: 6 -> 8
Hoarder Spider: 8 -> 10
Morian: 15 -> 19
River Slag: 5 -> 9
Sarog: 12 -> 17
Shrill Lord: 9 -> 12
Slag: 7 -> 10
Storm Dragon: 9 -> 13
Torax: 15 -> 18
Vetrar: 15 -> 20
+ Might now gives +3 Attack instead of +1 Attack per Level
+ Discipline is now a custom sovereign ability
+ Verga starts with Discipline instead of Might
+ Increased the XP needed between levels
+ The Hallowed Rite trait is only available to Resoln (or custom factions using the Wraith race)
+ Caravans are limited per city. 2 become available with Trading, an additional one is added with economics
+ Road Warriors faction trait is renamed Legacy of Serrane and it also grants an additional Caravan per city
+ Champions get injuries if they fall in combat (even if you win the battle)
+ Warrior Temple and Warrior College are both 1 per Faction
+ Late game tech costs reduced
+ Many Mid/Late game Improvement costs increased
+ Ice Elementals can cast Slow
+ Apothecaries produce 3 research per material instead of 1
+ Lightning Pike doesn't require metal to produce (crystal cost increased)
+ Boreal Blade doesn't require metal to produce (crystal cost increased)
+ Maul gives -4 Accuracy per strike instead of -3
+ Merchants reduced from +3 Gildar per season to +2
Cosmetic:
+ Added a description tag to the Adventurer ability
+ Added icons for the Horn of Sarog, Fist of Vetrar and the Eye of Abeix trophies
+ Fixed a minor word wrapping issue with the civics ability
+ Tarth males cant wear the ladies satin shirts anymore
+ Fixed a missing cloth map icon with the Rats Nest
+ Made the prisoner quest text more clear.
+ Fixed a text overlap issue on the Unit screen.
+ New shield idle for the equipment screens (so it doesn't obscure the characters face).
+ Clarified the description text on the infirmary.
+ Fixed missing medallions on the Butcherman (Abandonded Well) lairs.
+ Fixed a typo in the Vetrar conversation
AI:
+ AI less aggressive in dealing with trespassers on its territory
+ AI more aggressive about recruiting champions
+ AI Scouts will now move towards unrecruited champions that it finds to recruit them
+ AI less cautious about going on quests
+ AI will defend its bigger cities better
+ AI handles strategic spells much more intelligently
+ AI sovereign will cast spells that only can be cast on champions
Smoove_B wrote:So...would it be safe to say this is what Elemental should have been when it was released? I'm seeing what appears to be a mostly positive impression, yes?
Teggy wrote:How's the story in this? Does it just kind of guide the game along or is it very central to what you are doing?
Sepiche wrote:According to Brad a major update to the beta will be out tomorrow. They've been constantly updating the change log here:
http://forums.elementalgame.com/415307
Malacheye wrote:One frustrating bug is some of the harder quests that require more than one step to complete. Often times the second or third step disappears from view and I cant figure out how to complete it. Also it kinda sucks when you defeat a Strong or deadly army, or complete a medium or strong quest and get a puppy dog idol or a mushroom as a reward. Some games I get tons of magical weapons and armor, others my level 15 Champions are still using basic weapons and wearing mostly leather armor.
Malacheye wrote:Still loving the game. Does anyone know if we can customize our Sovereign? I saw some of the patch notes address a personalized Sovereign, but I havent seen how to do it.
The Meal wrote:If anyone's looking for an excuse to not jump on board... the late game is still a slog (and that's with only 3 cities to keep track of). Leveling up heroes is a lot of fun and picking up new loot is exciting, but for this player it's tough to find the motivation to mount a full-scale assault on your oppositions cities. Maybe this'll change for me as things get more polished, but at the moment the late game feels more like work than fun.
KiloOhm wrote:The Meal wrote:If anyone's looking for an excuse to not jump on board... the late game is still a slog (and that's with only 3 cities to keep track of). Leveling up heroes is a lot of fun and picking up new loot is exciting, but for this player it's tough to find the motivation to mount a full-scale assault on your oppositions cities. Maybe this'll change for me as things get more polished, but at the moment the late game feels more like work than fun.
I agree, but I'll also say that personally - I have yet to encounter a 4X game that doesn't suck late game.
KiloOhm wrote:I agree, but I'll also say that personally - I have yet to encounter a 4X game that doesn't suck late game.
Features:
+ Added Edge Scrolling (defaults to on, can be disabled in game options)
Moat_Man wrote:From the 0.76 beta patch released today: (wasn't someone complaining about this?)Features:
+ Added Edge Scrolling (defaults to on, can be disabled in game options)
Butterknife wrote:I should have stopped playing about an hour before I did, but I knew that I could win in another hour or so and I stuck with it. End game has some nice stat screens, very Civ-like with the exception of no map showing conquering over time. It did however rank me in a list of rulers, and I got the worst one. I won the match by simply conquering my enemies -- one had apparently died very early in the game by some wandering monsters, and the other two weren't too hard to beat. One thing I did notice when I beat the AI, though -- it really hadn't put its cities in great places. Hopefully they improve that. Luckily, AI has always been this studio's strong point.
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.
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.
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