Sovereign will still age and die, right?
One of the children will be a new sovereign if and when the current sovereign dies, right?
Wrong and wrong. That will be one of the first mods anyway so don't worry too much about it.
Choose what race the faction comes from (race really is superficial, think race as in humans)
Give your faction its own look (i.e. create your own race)
I take that race is appearance? And that we can edit it more? Making race being a kind of "default appearance settings"?
Unit Design Screen Heavily modified.
One of the major design goals of Elemental is that the people for your armies are coming from somewhere. To that end, when you design a unit, you start with your template which is some guy you grab from town. That means each time you design a unit, the base template guy will look slightly different. Skin tone, hair, clothing, etc. Eventually even height and weight will be slightly different
Armour will adjust to those changes? Or are they so slight that when in armour they will all look the same? Exaggerating it to a non real game case, if I try to recruit the fattest guy in the whole Elemental (like 200 kg/440.924 lb), will the armour adjust or make him thinner?
For the beta, we have a cap of 50 total spell points. Eventually, this cap will be based on beta tester feedback.
I get the feeling that the cap is to avoid players buying all their spells in one single turn or something like tha? (I think that was mentioned in one of the threads) Is not a "1 Spell per turn" better?
Beta 2 (the multiplayer beta) will determine a LOT of the spells that go in because we expect (and consider it part of beta testing) for users to engage in the cheesiest tactics they can possibly think of.
I'm useless there. Lack imagination for cheese tactics of any kind.
We DO have a kill the rats in the basement quest in.
The road to epicness begins.
We’ve temporarily cheesed it so that you just marry a gal (or guy) randomly after N turns.
? How is it going to work when not cheesed?
All children, when grown up, become Champions (heroes, we haven’t decided on the official nomenclature, heroes, champions, etc.).
Champions is more morally neutral.
When a sovereign loses a battle, he is sent home to his nearest city. Our plan is that sovereigns do not die until their final city is taken UNLESS they are attacked (or attack) on land of the opposite arcane alignment (life/death magic influenced land). If you’re sending your sovereign into battle into the Fallen territory (or vice versa) and lose, it’s over but that’s a case of the player making a very deliberate decision/risk assessment. You cannot be assassinated.
For those who don't like the "Sovereign dead equals game over." is good. For those who don't like that AND want to play the whole dinasty line, it's still bad.
Artificial way to prevent the death of a Sovereign to please some is not my cup of tea (I respect it though). I'd prefer in game ways to avoid it form happening and only resort to that kind of solution if too much cheese, unable to balance or something like that. Not being able to assasinate a Sovereign is sad, understandable but sad (not saying it should be easy but more likely epic, but still feasible).
Considering that people is going to mod this, not sure why so much cotton around the Sovereign. I suppose it's a "marketing thing"? Ok, maybe for people who never uses mods.
Negotiations basically is not done yet. The AI will pretty much always reject deals. So don’t worry too much about diplomacy yet.
Good to know that.