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Elemental Beta 2-B Change log

Elemental Beta 2-B Change log

For a lot of users, Beta 2-B is going to feel like several steps backwards in terms of playability and fun. We apologize in advance for that.

I myself have found the pre-beta 2b builds to be really painful and unfun so you have been warned.

The beta should be up tonight for those users already in the beta group.

Here are some of the things we’re looking for from the beta group:

  1. Suggestions and ideas on how you would like to manage spells. We’re working on this internally but we’ve love to hear your ideas.
  2. Suggestions and ideas on how you would like magical spells that stay in effect (do you want to require a mana cost or just have it be free? I’d rather see it be free otherwise players will have to run around dispelling things and that’s just tedious).
  3. Requests for types of quests you would like to see.
  4. Any other feedback you’d like to provide is welcome, particularly on things that make Magic and Adventuring a viable alternative to “mundane” strategies.

 

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----------------- Beta 2B Change Log  -------------

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****************

* Gameplay Tweaks *

+ Changed all improvements to start with a sensor range of 1, to be updated on completion to whatever value the improvement type uses

+ New map for beta 2B
+ Beta 2A map renamed Dragon
+ New spells added
+ New resource: Wild Garden
+ More balance to units

+ Added a player ability A_SpellPointCapBonus that gives a bonus to the max spell point cap of a faction

+ Added Administrative bonus to the city cost (primarily for the Civilized bonus)
+ Implemented the "StartingCity" tech for civilized (will cast the ground spell and create a city)

+ Added the "StartingCity" tech for Civilized

+ Changed RestoreGarden to place a wild garden instead of a fertile land resource hoard

+ Automatically unlocking resource hoard types is now data-driven, instead of listing resource types in CWorld::CreatePlayer to get them to be available off the bat 
+ New Realm descriptions for Empires/Kingdoms from the Hiergamenon
+ Fixed references to Telescope in Wild Goose Chase quest
+ Changed IceSpellbook to WaterSpellbook for consistency

- in NewCity(), commented out the code that was giving cities a starting population of 10.  The city hub changes its tile design based  on certain population thresholds, and by setting it to 10 right from the get-go, some of them were getting skipped
+ Created new Magic Resources
+ Hooked up Temples to Technologies 
+ Uncommented Basic Garden, renamed Display name to Basic Garden
+ Can now put defending unit game modifiers in tile design xmls, and if that tile design is used for a world prop, when a unit is on top of that world prop they will get the stat bonuses specified in the modifier

+ NPC's ability stats more properly balanced.

+ Lots of new goodie huts and question destinations
+ Lots of new quests
+ Several new monster units
+ New Spell: Summon Imp
+ New Spell: Summon Familiar
+ New Spell: Summon Wilding
+ New Spell: Summon Minor Elemental (earth, air, fire, water)
+ New Spell: Summon flowers (cosmetic spell)
+ New Spell: Summon mushrooms (cosmetic)
+ New Spell: Summon meadow (cosmetic)
+ New Spell: Beautify Land (cosmetic)
+ New Spell Book: Book of Restoration
+ New Spell Book: Book of Summoning
+ New Tech: Spell Control
+ New Tech: Technologies can give player access to spell books
+ Several new magical items players can get during higher level quests

+ Beta map is now sprinkled with bits of revived land
+ Normal size on units is now slightly smaller
+ Wolf is nerfed
+ New Spell: Brilliance. +1 to all research buildings and is part of the base spellbook
+ New Spell: Productive. +1 to all material producing buildings and is part of the base spellbook

+ Added UnlockAchievement(pPlayer->GetPlayerID(), ELEMENTAL_ACHIEVEMENT_ID_CAPTURED_A_CITY);
+ Added UnlockAchievement(ulKillerPlayerID, ELEMENTAL_ACHIEVEMENT_ID_MONSTER_KILLER);
+ Added UnlockAchievement(ulKillerPlayerID, ELEMENTAL_ACHIEVEMENT_ID_DEFEATED_ARMY);

+ Changed Iron(WeaponName) internal names to just (WeaponName) for consistency

+ Hooked up new Icons to Ancient Ruin Quest Tiles
+ Created Experienced Unit Quality Type
+ Fixed some NPC Backstory/Quote spelling errors

+ Spawn System Changed. There are now spawn levels for:
- The world's monster spawn level.
- The world's goodie hut spawn level.
- The world's NPC spawn level.
- The world's quest spawn level.
- The player's individual goodie hut level
- The player's individual NPC recruiting ability
- The player's individual quest level
+ When a player researches a technology that increases goodie hut or quest spawn level, it now checks to see if their level is equal to the world's. If it isn't, then it doesn't increment the world's spawn level.
+ Several new quests added
+ Adventure technologies updated to support the new spawn rating system.

+  Fixed the hedge wall, fort wall and fortress wall to provide +2, +4 and +8 defense respectively.

+ Created Stronger versions of existing potions
+ Renamed InternalNames for Book Of Experience for consistency
+ Created Archivist unit unlocked through Archiving technology

+ Moved all the improvement tiles that were in the core tiles directory into the improvements sub-directory
+ Moved all the quest tiles that were in core tiles to the quests sub-directory
+ Updated the beta map to have a lot more resources and goodie huts. WIP.
+ New resources added:
- Old Growth Forest. Build a lumber mill on this and you can get lots of materials. WIP.
- Pumpkin Patch. Build a farm on this to get food out of it. WIP.
- Enriched Land. Build a farm on this to get 500% more food.
+ AI updated to be more effective at building cities.
+ Familiar now uses bandit animation
+ Core Tiles loading now takes place in the XMLData load thread to speed up initial loading.

+ Added environment type short name to the terrain and environment draggable info card in the main game wnd

**********

* Bug Fixes *

+ Fixed bug where if game was saved while unit was playing an attack animation, it would play attack animation when game was loaded even though attack wasn't happening

+ Added call to UpdateFOW in StartConstruction
+ Added code to update sensor range to be same as improvement type's sensor range upon completion, with a min of 1

+ Fixed bug where Improvement was not updating FOW after being placed
+ Added check in DestroyImprovement which prevents the walls from being re-calculated unless the destruction leaves a tile completely empty
+ Added code in DestroyImprovemetn to mark the ZOC as dirty

+ Fixed GetBuildTownHallEssenceCost to actually get the essence cost from the spells instead of just setting it to 1

+ Fixed bug where IsActionAvailableToUnit would never let the negotiate action be available, because it would skip the logic for it

+ If no death flyback animations, units will play a regular death animation

+ In ApplyGameModifier_Map, fixed a crash if a CreateResourceHoard was given a non-existent resource type for a resource hoard, from a missing null pointer check

+ Fixed bug from the forums where experience books would not give experience points, but would instead adjust the experience stat of the unit that used them
+ Checked in elite catapult that Paul gave me before with the basic catapult, but that I didn't add at the same time

+  Found the inconsistency between how loaded improvements were built and how loaded "under construction" improvements were built.  The under construction ones would upgrade correctly but the built ones would not. Changed the code in City.cpp::LoadImprovementAndCreate() to fix the problem. Also updated the savegame version to 135 in Elemental.cpp.

+ BuildAllowedSubtileList() function wasn't taking into account the fact that resource hoards can now be created with spells and thus wasn't allowing improvements to be built on them.  Fixed.

+ Made IsTileEmpty more efficient

+  If an improvement requires a resource hoard, we no longer test for correct terrain after finding the hoard since the terrain is irrelevant.  
+  If an improvement requires that another improvement already be built we do not list it in the improvement list since we've no way to express to the user why it's greyed out.  (Example, the granary, which you can only build after building a farm, wheat farm, apiary or orchard.)

+ Fixed FindPath bug where the server wouldn't send the path if it was already calculated

+ Fixed bug where path tiles were not being saved in CEventData_UnitBuildTownHall

+ Fixed bug where resources would remain hidden if you uncovered them while in cloth map

+ Fixed bug where the riders on mounted units would always use their idle animation in a unit cutscene, no matter what the unit's animation was set/changed to

+  Made the city radius system check the actual XML to determine the build radius and made it more flexible. 

+ Improved the EndTurn function so that it does not iterate through the player list multiple times
- Combined similar code for calculating the population changes
+  Restored improvements showing up greyed out if the city is not of the appropriate level yet.
+  Fixed a case where a pointer to an improvement might be null before it is used, causig a crash.

+ Added     CImprovement* GetImprovementUnderConstructionByID( ULONG ulID );
+ Fixes to DestroyImprovement
    + Added call to apCopiedImprovements.reserve to optimize allocation time
    + Changed calls to apCopiedImprovements.insert to insert at end instead of beginning, which will use less copying
    + Changed loop that was adding other improvements not in same list as pImprovementToDestroy to use a call to std::find_if to find the improvement, and then used iterator arithmetic to do inserts, thus eliminating the need to do another find
    + Eliminated extra loop to search for improvement that we've already found

+  Found the inconsistency between how loaded improvements were built and how
   loaded "under construction" improvements were built.  The under construction
   ones would upgrade correctly but the built ones would not.

+ Missing Horse quest will now give a mounted unit that can be equipped (i.e. horse riding).

*****

* UI *

+ Flags in city and city wall gfx now display the correct team color
+ Fixed bug where if you equip/unequip items on champions in an army, the army's gfx wouldn't update
+ Improved the path and position of the "arrow" effect when using archers or other ranged units

+ Edge scroll speed now goes from 0 - 400, with 5 notches.  Max value + num notches are stored in prefs so that users can knock themselves out

+ Fixed color of flags (they were using the smart colors)
+ Added "No Scaling" unit scale option

+ Added call in SetOwner to update stats that go on the subwnd and tooltips (otherwise you have to end the turn to take effect
+ Added some new text for the spellbook
+ Added an entry on the page for the spell type

+ Added code to SetOwner to update EmpireTree
+ Added code in UpdateStats to update FOW if current sensor range has changed
+ Fixed bug where city wasn't updating empire tree if it wasn't the capital

+ Updated ImpulseReactor and overlay binaries, including new achievements screen
+ Checked in changes to catapult, adding annotations so elite catapults and both fallen catapults can launch projectiles when attacking
+ Added cooldown time and range to the spell info card

+ Made the "Mana:" text disappear when Mana is 0
+ Changed the "Cost" icon to the Spellbook (as is used elsewhere). Changed "Spellbook" icon to the wisdom icon to avoid confusion
+ Updated intro lore book text
+  A few changes to the build list - improvements will no longer show up if the city is not of the appropriate level.  They also won't show up in the list if the improvement requires a previous improvement that isn't built yet.

+ World prop bonuses will show up in the terrain info box, below any terrain bonuses

+ Added ability to set faction config metal color with <UnitMetalColor> tag, and added a metal color entry to the customize faction wnd
+ In the create sovereign wnd, the color swatch lets you set the metal color instead of the clothing colors
+ Removed metal color overrides from base sovereign and soldier unit types so that new units made during the game will be affected by the metal color of the faction

+ Updated Research Wnd

- Updated the OnBreakthroughSelected function to handle the new page format
- Updated the MSG_CUSTOM_LISTBOX_ENTRY_HIGHLIGHTED Callback to deal with now having 2 listbox's with highlighting
- Removed functions FillTechUnlockIconList and FillTechLeadsToIconList for FillTechPossibleList responsible for everything+ Gave new unit types in the create sovereign screen a default metal color of light grey, instead of black

+ Fixed bug where when you cast the create garden spell, the garden would not show up until FOW update
+ Overlay Fixes
- When in windowed mode having an overlay dialog open no longer stops you using the titlebar buttons or moving the window using the titlebar.
- The achievements option is back in the main menu (now that we have achievements)
- The achievements which have yet to be achieved now have grey text to better match the greyed out icons
- The mouse wheel is working again in the achievements window. 

+  Changed citybuilding so that you can no longer destroy an improvement that would
   make your city non-contiguous.  This shoud fix all of our city weirdness,
   including broken walls.
   +  Improvement.h/.cpp - removed the internal check for contiguity since this needed
      to be done at the city level.
   +  Added a new function CheckImprovementContiguityList() that takes a list of improvement
      pointers and checks to see if the defined city is contiguous.
   +  Changed DestroyImprovement() to build a improvement list without the improvement to
      be destroyed and to check if the city would still be contiguous.  If not, a message
      box pops up telling the user that they cannot destroy the improvement.
   +  Elemental.str - added strings for the new messagebox popup.

* MISC *

+ Added a spawn rating to CGoodieHutType, which defaults to -1. Currently, there is no spawn rating data set for any of the
  goodie huts.

+ Can now place random goodie huts in the map editor. As with NPCs, creatures and quests, you can specify if these random goodie
  huts are spawned at the start of the game, or when the goodie hut spawn rating level hits the appropriate value. A Spawn
  rating between 1 and 10 must be selected. When the map is loaded into a new game, it randomly selected which huts are placed
  at those locations. Only a goodie hut with a corresponding spawn rating will be placed; if one cannot be found, nothing will
  appear at that tile.

  The random selection is weighted using the rarity value  in the goodie hut type; a value between 0 and 100, it determines how
  likely it is that any given goodie hut will be chosen. A higher value makes a goodie hut more likely to be selected, while a
  rarity of 0 means it will never been selected.

  Goodie huts with the “spawn on level reached” option set get placed on the map when the goodie hut spawn rating reaches that
  level. As with the NPC, creature and quest spawn rating, this value is incremented with an “update spawn rating” game modifier
  is applied. These modifiers are identical to the NPC, creature and quest update spawn rating modifiers, only with the StrVal
  set to GOODIEHUT. Currently, there are no update spawn rating modifiers for goodie huts in any of the XML data.

- Cities start with population of 2 instead of 10.

+ Added game modifier for placing a world prop at a given tile (and here's an example):
    <GameModifier InternalName="Fortify">
              <ModType>Map</ModType>
              <Attribute>CreateWorldProp</Attribute>
              <StrVal>P_Fortify_01</StrVal>
        </GameModifier>

+ Automatically unlocking resource hoard types is now data-driven, instead of listing resource types in CWorld::CreatePlayer to get them to be available off the bat
    + Setting <NeedsToBeUnlocked> to 0 in the resource type xml will make it show up at the start of the game without needing a tech or anything to see it
    + To keep the same behavior as before, resource types default to TRUE for NeedsToBeUnlocked, so put <NeedsToBeUnlocked>0</NeedsToBeUnlocked> in any new resource hoard that you don't want the player to need a tech to see.

+ Can now permanently block off tiles from movement in the map editor using the “Blocked Tile” tool. Tiles blocked off appear
  with a red ‘X’ graphic. Once blocked off, no units will be able to enter that tile for the duration of the game.

+ Added the ability to specify a wander radius for NPCs and creatures in the map editor. When set to the default value, NPCs and
  creatures behave normally, but when overridden with a wander radius, that NPC/creature will patrol around their tile of origin
  within that radius. If set to 0, the NPC/creature will not move from their spawn tile.

+ If you turn down a quest after being offered one from a quest location, it removes it from the map.

 

NEXT WEEK

Next week begins the Beta 3 series!

With that all the technology trees get enabled, the Imperial factions get enabled, the minor factions get enabled, tactical battles will get enabled (beta 3A), and tons of other stuff get enabled.

160,533 views 91 replies +1 Loading…
Reply #51 Top

Quoting Leyic, reply 50
Long-term spells could require some sort of "spell slot" for their upkeep, so they don't affect mana beyond the initial casting cost. This would cut instant effect spells out of any micromanaging, and make it so the player can tell how many long-term spells they can have active at a glance, without the need to do any math regarding mana regeneration. Max mana and slots could then represent two separate research/questing branches: Some players would emphasize mana so they can use powerful spells or maintain a reserve so they can play in a reactive fashion, while others would emphasize slots, letting them maintain a large number of enhancements, defensive spells, and/or sapping spells.

Whatever is decided upon, it should require the player to make choices that exclude one another, so it would be difficult to rapidly change playing styles within a single game, requiring long-term strategic thinking to better one's chances of success.
End of Leyic's quote

 

I really like this idea.

Reply #52 Top

At the risk of repeating something that has already been said (don't have time to read everything atm), mousing over building icons in the research and breakthrough screens should display a tooltip with the function of the building and all of its requirements including resources, prerequisite buildings, and maybe even city level. You could even have buildings that require multiple techs to build, and list them as well.

Likewise, a grayed out building that cannot be constructed because another structure is required first should display the name of the required structure in red at the bottom; just like insufficient resources are shown in red.

None of these things seem particularly difficult to implement to me...

Reply #53 Top


Suggestions and ideas on how you would like magical spells that stay in effect (do you want to require a mana cost or just have it be free? I’d rather see it be free otherwise players will have to run around dispelling things and that’s just tedious)
End of quote
Regarding tediousness here I think that depends on how you do it.  For example, if you want to dispel unit buffs and have to search out each unit to do so, that's tedious-by-bad-design.  You folks are smart enough to figure out a way to simplify it to make it not tedious (list of active spells page, sorted by spell type, for example, with an easy way to select some or all of that type, etc.).

If you want all or some spells to have no upkeep for intrinsic design reasons, that's fine, but having spells have no upkeep because you don't want to take the time to implement a non-tedious method to dispel is not right.

If an improvement requires that another improvement already be built we do not list it in the improvement list since we've no way to express to the user why it's greyed out.  (Example, the granary, which you can only build after building a farm, wheat farm, apiary or orchard.)
End of quote
I agree with the others in that this is the wrong way to do this, it's the easy way out for you but makes the game more clunky/difficult for players.

I understand the version we get in beta is not what you folks have, and I'm not basing the following comment on the beta but on the above decisions/questions.

I'm kinda troubled by how you're addressing these 2 issues.  They suggest you're taking shortcuts -- making design decisions to avoid a problem (especially the grayed-out improvement one) instead of taking the time to polish the interface/etc. to truly resolve the problem.  With the August release less than 2 months away I can understand the pressure/temptation to take shortcuts but I think the short-term benefit is at the cost of long-term success (and I look at Elemental as a game I'll play for years not months).  Perhaps that's a trade-off you're willing to accept and/or I'm incorrectly analyzing this -- in that case never mind.  Perhaps you're undecided about this and that's why I'm bringing it up.

Initial impressions at release are important.  Getting everything working and fairly well-balanced and stable isn't enough for a great release, the interface/etc need to be polished and then polished again.  Elemental is a great game but a lack of polish at release will cause it to not receive the great reviews it deserves, and many otherwise fine games have stumbled at release and some never truly recovered, even though they were later 'fixed'.

 

Reply #54 Top

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Reply #55 Top

Alright I've managed to play some (finally) yay!

 

Bug reports:

 

A) I recruited a group on NPC players. It said it cost me 533 gold or so. Well... it cost me 10,000. I ended up being -9500 which was very much a negative playing experience because I had no gold to do anything with anymore. No more building cities, no more building what few buildings I could... just run away with my newfound army, and destroy cities.

This ended up being rather humorous in the end, because even my SUMMONS would desert me. My familiar should NOT desert me because I'm in negative gilders (which I shouldn't be able to do anyway). This happened to me before all the time while building cities, but usually it would only be a few hundred, and my Markets would pull me out of debt quick enough it wasn't a big deal. 

I am not the US Government and my Familiars/Pets shouldn't desert me. Ever. I OWN THEIR SOUL. 

B) The AI can still build mines and stuff... sorta cheap. But probably intended. 

C) I would do these material quests all the time, but I wouldn't get the rewards unless I had at least one of the material. So I would be  "awarded" with 15 Crystal or 15 Metal... but wouldn't get any of it. 

D) Drinking defense potions doesn't work if your Dex attribute is below 10, or if you have a ranged weapon.

E) I ran into a problem where I would hit a research level but I was "unlucky" and didn't get any techs to choose from. This is a bit of a negative playing experience. I should at least get SOMETHING at every stage of the game, bar 1,000 turn games or something. What happened to the infinite tech tree?  

F) It seems like each level of Magic research increases the spell-point pool by one. Cool. Well, until you research the +8 spell point pool technology. Not only does it not award you the larger pool, it prevents it from ever growing again. 

Things that were good:

Familiars are fun. Bit strong, but fun (until they desert you, that is). 'course they SHOULD be strong, unique unit and all. 

New quests are fun.

 

Things that were bad:

wtf does summon mushrooms, etc do? Is it just pretties? 

Summoned creatures abandoning me (unless I don't have the mana or something to sustain them, that is). 

I personally don't like how we research spells... prefer how MoM does it. But it's okay. 

 

Feature requests:

Give a sort of soft color where peoples Prestige is. I had an issue once where I was thinking the prestige was the wrong way and I was like WOW THIS GUY HAS A TON OF LAND because I was walking out of the Prestige, not into it. simliar to how Culture works in Civ IV.

Better spell management... buying and finding. 

I would like a way to convert materials into gold and vice-versa. It wouldn't have to be a good rate (1 gold per 10 materials). Barring that, let me have an idle city that isn't building any buildings at the moment build "wealth" and convert it's excess materials into gilder instead. It represents people doing their own thing and then taxing them for their personal projects. Similarly, you pay them overtime to develop materials. If you don't want an on-demand "alchemy" as in MoM, you could make it a rate (eg, consume 50 materials a turn to turn 5 gold out per turn... goes with the "wealth" idea above) or have a hard cap in that you can only do 50 materials a turn. 

I shouldn't have kids if I'm not with my Queen... that's just sorta weird. Am I having astral projection sex? Teleporting to her and then back in the midst of war and exploration? Some sort of kinky spell? It should be one of the benefits of a Soverign who decides rather than to build an "exploring" Soverign with high movement speed or whatnot, and instead the +production and food bonuses to get free heroes (eventually) with their wife. 

A way to mind-control random beasts in the world map. It's incentive for non-magical kingdoms to hunt them down and kill them (for bounty and also for fear I will capture them and set them on them). It could be a high-tier unlock, but it would be nice to have. They could consume food as upkeep, or something, so having too large of an "animal army" would mean you wouldn't be able to grow your civ anymore. 

Make your forum not boom! <3

Reply #56 Top

Ran out of memory at turn 40.

 

The special event screens (marriage and such) are too distracting on a high resolution, large monitor. They pull you out of the world with no notice. A window appearing would be better.

Reply #57 Top

RE: the magic upkeep system. I saw people mention the Dragon Age system of upkeep, I think that would work well. Although the decrease to mana regen idea seemed fine too.

You could also just have each "permanent" last a set amount of turns. This would probably require a large amount of micro in the long run, but figured it was at least worth throwing out as an idea.

Last idea would be to have each spell have a set amount of copies that you could have activated. So the "enchant weapon" spell you could have 5 or so copies going without any upkeep, and something more powerful like "enchant farm" you may only be able to have 3 copies going per caster.

Reply #58 Top

From a personal veiwpoint if buff spells don't require upkeep, then buff spells "BECOME" mandatory. It is one thing if you want a tradeoff of my personal power (Buffs) vs more magical power. But if there is no form of upkeep on buffs, then it becomes a one sided no brainer.

If someone wants to have a unit running around with stoneskin, flying, haste, fire breath, extra claws, extra damage, fire immunity, ice immunity, spell immunity and yadda yadda. there needs to be some form of built in limiter mechanic. Otherwise you are going to see what I just described on every unit a caster has as time allows.

Reply #59 Top

Quoting Leyic, reply 50
Long-term spells could require some sort of "spell slot" for their upkeep, so they don't affect mana beyond the initial casting cost. This would cut instant effect spells out of any micromanaging, and make it so the player can tell how many long-term spells they can have active at a glance, without the need to do any math regarding mana regeneration. Max mana and slots could then represent two separate research/questing branches: Some players would emphasize mana so they can use powerful spells or maintain a reserve so they can play in a reactive fashion, while others would emphasize slots, letting them maintain a large number of enhancements, defensive spells, and/or sapping spells.

Whatever is decided upon, it should require the player to make choices that exclude one another, so it would be difficult to rapidly change playing styles within a single game, requiring long-term strategic thinking to better one's chances of success.
End of Leyic's quote

I like this idea as well, you could increase your "slots" as you got more powerful, through research and maybe some powerful building that could be built 1 per game (like a wonder). You could get extra slots from imbuing champions since they would help you keep the spells up. I havent tried beta as much since its really buggy for me and I couldnt even get on the forums till now. Going to post some reports now ;p

Reply #60 Top

I don't understand the distinction between a per-turn magic cost, and a reduction in magic regeneration. Kind of the exact same thing, isn't it?

In any case: it seems to me that this world's lore supports no upkeep. Consider: the fallen were originally altered from men (etc.), but nobody's expending any energy to keep them different. I think essence and shard requirements on certain spells are enough to keep the resource management meaningful but not tedious.

Reply #61 Top

I don't get this whole upkeep debate. Shouldn't buffs just last for X turns only? If you want to maintain the buff better recast. Don't most games do it this way?  

Reply #62 Top

Quoting SavageBananaMan34, reply 61
I don't get this whole upkeep debate. Shouldn't buffs just last for X turns only? If you want to maintain the buff better recast. Don't most games do it this way?  
End of SavageBananaMan34's quote

The problem with that system is that it turns into a micromanagement nightmare for most players.  Why settle for that when we can come up with a better subsystem?

Reply #63 Top

Or add something like : each unit can only have ONE buff, unless you research "magical affinity" that would allow you to put 2 buffs on your units. "Great magical affinity" that would let you put 3 buffs.

Or give buff spells a good cooldown like 5 or 10 turns. You could research advanced spells that would let you reduce cost/cooldown or rise the power or change the stats or add effects to your spells.

For instance you have a fireball spell, you need to enhanced it to be able to target multiple units. And you could enhanced it even further to let it have a cooldown reduced.

Reply #64 Top

MOM system was just perfect

 

also we have to distinguish between MAP buffs and tactica combat buff

 

its obvious a map buff MUST have some upkeep

 

while on tactical combat a buff can just be a spell you cast paying something and that lasts for the duration of combat (or even N turns, depending )

Reply #65 Top

NEXT WEEK

Next week begins the Beta 3 series!

With that all the technology trees get enabled, the Imperial factions get enabled, the minor factions get enabled, tactical battles will get enabled (beta 3A), and tons of other stuff get enabled.
End of quote

YAY! \o/  

Reply #66 Top

Quoting SavageBananaMan34, reply 61
I don't get this whole upkeep debate. Shouldn't buffs just last for X turns only? If you want to maintain the buff better recast. Don't most games do it this way?  
End of SavageBananaMan34's quote

"Most" games?

In this genre theres basically Master of Magic and Age of Wonders, neither of which did that.  Both had upkeeps for spells.  I mean would you really want to recast some big powerful global spell every single turn?  Hell would you want to rebuff 4-6 guys every single turn? 

There should be combat spells that maybe last a battle (MoM/AoW both have those as well), but I shouldn't be required to cast Stone Skin on all my dudes every turn.  That would be probably the wost thing ever created for any game ever (even worse than the current spell research in 2B).

 

Reply #67 Top

I like the enchantment's slots idea because :

a ) Requires taking meaningful decisions. As opposed to 0-upkeep where you still have to decide if you want to spend essence in the spell or not, and in which order, but once cast enchantments are a no-brainer.

b ) Does not require micromanagement. As opposed to mana upkeep costs where each turn you have to make a decision about maintaining or not each of your enchantments.

c ) It's manageable by the AI. As opposed to enchantments which last for a fixed amount of time which depends on a decision made when casting the spell (like ship finances in GalCiv); in that case the AI has to predict for how long it will need the enchantment, which is very hard. In the slots proposal the AI only needs to worry about what it is needed now and if there is a need to pay the essence cost to replace some of the current enchantments for one better in this situation. Harder for the AI than 0-upkeep though.

 

Enchantment's (and maybe summons) upkeep costs by slots proposal :

1.- The sovereign starts with a certain amount of enchantment slots.

2.- Each enchantment (and summon) costs mana to cast and after it is casts will use a number of enchantment slots.

3.- Units have a magical affinity stat. It acts as a discount on slots for enchantments cast on units. Casting enchantments on a unit which uses more slots than the unit's magic affinity will cause the excess to be occupying the sovereign enchantment's slots. I guess almost all units would start with at least affinity 1 so you can cast one minor enchantment on each unit. You will be able to have super buffed units using sovereign slots but not too many of them and at the cost of not having slots for overland enchantments.

4.- Cities also will have a stat like magical affinity. Probably starting at 0 and raised by buildings.

5.- There would be a line of research for enchantments :

  a ) Enchantment mastery : Extra sovereign slots

  b ) Summon mastery : Extra sovereign slots usable only for summons. Also Fire/Water/etc enchantment mastery

  c ) Minion Mastery : You may cast more enchantments on your units for free slots. You still have to pay mana though. (equivalent to extra affinity for all your units) Also City Mastery.

  d ) Mastery of minor enchantments : 3 sovereign slots usable only for 1-slot enchantments.

And here a graphical explanation of the system.

Enchantment upkeep with slots.

Edit : I just realized that canceling Enchant Weapon and Bless would not free up 2 enchantment slots since one of those was free due to magical afinity. Thus in my example there are only 4 options.

Reply #68 Top

Quoting Leyic, reply 50
Long-term spells could require some sort of "spell slot" for their upkeep, so they don't affect mana beyond the initial casting cost. This would cut instant effect spells out of any micromanaging, and make it so the player can tell how many long-term spells they can have active at a glance, without the need to do any math regarding mana regeneration. Max mana and slots could then represent two separate research/questing branches: Some players would emphasize mana so they can use powerful spells or maintain a reserve so they can play in a reactive fashion, while others would emphasize slots, letting them maintain a large number of enhancements, defensive spells, and/or sapping spells.

Whatever is decided upon, it should require the player to make choices that exclude one another, so it would be difficult to rapidly change playing styles within a single game, requiring long-term strategic thinking to better one's chances of success.
End of Leyic's quote

The only issue I have with this idea is that it means all spells with upkeep have the same upkeep cost. There's no flexibility to have one person cast several weaker spells while another casts one really strong one due to the higher upkeep costs.

Reply #69 Top

Quoting ShivaX, reply 66

Quoting SavageBananaMan34, reply 61I don't get this whole upkeep debate. Shouldn't buffs just last for X turns only? If you want to maintain the buff better recast. Don't most games do it this way?  

"Most" games?

In this genre theres basically Master of Magic and Age of Wonders, neither of which did that.  Both had upkeeps for spells.  I mean would you really want to recast some big powerful global spell every single turn?  Hell would you want to rebuff 4-6 guys every single turn? 

There should be combat spells that maybe last a battle (MoM/AoW both have those as well), but I shouldn't be required to cast Stone Skin on all my dudes every turn.  That would be probably the wost thing ever created for any game ever (even worse than the current spell research in 2B).

 
End of ShivaX's quote

"Most games" meaning MMOs maybe? In terms of 4X fantasy games, buffs are usually either only castable in combat (and expire after combat), or stay up permanently so long as you pay the upkeep (barring the enemy dispelling them of course).

It'd be really, REALLY annoying to use a lot of enchantment spells if you had to constantly recast them.

Reply #70 Top

Quoting Tridus, reply 68
The only issue I have with this idea is that it means all spells with upkeep have the same upkeep cost. There's no flexibility to have one person cast several weaker spells while another casts one really strong one due to the higher upkeep costs.
End of Tridus's quote

Weaker enchantments like Just Cause cost a minor ammount of enchantment slots. Stronger spells like Ice Age cost a large amount of enchantment slots.

Reply #71 Top

Quoting Nick-Danger, reply 53

quoting post
Suggestions and ideas on how you would like magical spells that stay in effect (do you want to require a mana cost or just have it be free? I’d rather see it be free otherwise players will have to run around dispelling things and that’s just tedious)Regarding tediousness here I think that depends on how you do it.  For example, if you want to dispel unit buffs and have to search out each unit to do so, that's tedious-by-bad-design.  You folks are smart enough to figure out a way to simplify it to make it not tedious (list of active spells page, sorted by spell type, for example, with an easy way to select some or all of that type, etc.).
If you want all or some spells to have no upkeep for intrinsic design reasons, that's fine, but having spells have no upkeep because you don't want to take the time to implement a non-tedious method to dispel is not right.
End of Nick-Danger's quote

Agreed. I don't get why players would have to run around dispelling things. If they're my spells I want to remove, a simple active spells list with a "cancel spell" button makes it pretty easy. If it's enemy spells... shouldn't I have to dispel them anyway? (AoW:SM had both of those for your spells and enemy world enchantments, which you could attempt to dispel by casting Disjunction. It was a simple UI, but it worked really well.)


edit - Here is what I'm talking about, specifically.

AoW:SM spell upkeep list

 

In this case, I'm Nekron. Damnastion and Darkland are both global enchantments ("Global" meaning they affect everywhere within range of my wizards towers). Dark Gift and Enchanted Weapon are unit buffs. With the remove button, I can cancel stuff pretty easily. If my enemies had any global spells active, I'd be able to see them in that list too (though to remove those I'd have to cast Disjunction).

 

If an improvement requires that another improvement already be built we do not list it in the improvement list since we've no way to express to the user why it's greyed out.  (Example, the granary, which you can only build after building a farm, wheat farm, apiary or orchard.)I agree with the others in that this is the wrong way to do this, it's the easy way out for you but makes the game more clunky/difficult for players.
I understand the version we get in beta is not what you folks have, and I'm not basing the following comment on the beta but on the above decisions/questions.

I'm kinda troubled by how you're addressing these 2 issues.  They suggest you're taking shortcuts -- making design decisions to avoid a problem (especially the grayed-out improvement one) instead of taking the time to polish the interface/etc. to truly resolve the problem.  With the August release less than 2 months away I can understand the pressure/temptation to take shortcuts but I think the short-term benefit is at the cost of long-term success (and I look at Elemental as a game I'll play for years not months).  Perhaps that's a trade-off you're willing to accept and/or I'm incorrectly analyzing this -- in that case never mind.  Perhaps you're undecided about this and that's why I'm bringing it up.
End of quote

Also agree. "Having no way to display it" isn't a reason to not display it. It's a reason to fix the UI defeciency known as "having no way to display it." People are left to guess right now just what is required and why they can't build something. I find it confusing, and I've had the game since beta 1. How is some newbie coming in at release going to feel?

The Civ 4 UI was pretty good for this. You could see what techs unlocked what buildings on the research screen (for all of them since you can browse the whole tech tree). When you have the necessary tech the building appears in your build list. If you don't have the pre-requisites to build it, it's disabled as an option and the tooltip tells you in big red text what you need.

It worked really well for the more complicated requirements like Wall Street (needs X banks in your empire, where X is map size dependent). It'd tell you both how many you need and how many you currently have, making the requirement pretty easy to manage. I can't imagine doing that where it doesn't even tell me how many of them I need to build the thing because I don't know its an option until I meet the requirements.

 

I find it hard to figure out how you say it'll be no problem to be ready in 3 weeks when the solution to a problem like this is just to leave a clear UI flaw in place.

Reply #72 Top

Quoting LuthienStarshine, reply 70

Weaker enchantments like Just Cause cost a minor ammount of enchantment slots. Stronger spells like Ice Age cost a large amount of enchantment slots.
End of LuthienStarshine's quote

I guess if you have a lot of slots yeah, but at that point I don't see why that's better then just taxing mana regen. The regen mechanic is already there, no need to build something new to handle it.

Reply #73 Top

Because with mana upkeep you have to constantly make a decision about mantaining or not mantaining enchantments.

Say Enchant weapon costs 10 mana and has an upkeep of 1 mana/turn. For each unit with it which will not be involved in combat in more than ten turns it is more efficient to dispell it and recast before next combat. Thus you need to micromanage each turn to maximize.

With slots having an enchant weapon on a unit which won't be involved in battle for long is not a problem thus no need to micromanage it. As long as you do not wish to cast new enchantments there is no need to consider canceling enchantments due to upkeep. When you reach your maximum slots you will have to make a decision each time you wish to cast a new enchantment but that is more streamlined since you are already in the process of making a decision on paying the mana cost for the enchantment or not.

Reply #74 Top

Spells should continue to cost a small amount of energy to maintain but not all spells.

 

Ones that are continuous effect like rains etc. and flooding or volcanos yes. But changing land to hills or mountains should be really expensive but after that no maintence.

Reply #75 Top

Quoting Frogboy, reply 27



Quoting TheProgress,
reply 26

Quoting Frogboy, reply 24Sure, it's a very clean design, TP.  So clean it doesn't display any of the unit stats. 

Tooltips... ttooooooooollllttiiiiiipppppsssss


No thanks. I want to see my stats without having to monkey around with my mouse.  
End of Frogboy's quote

 

Tooltips shouldn't prevent people from being able to read important information that they need to perform a task.

The thing tooltips are really good at is providing "background" information. If I mouse over the number next to the little bread icon and leave the mouse there, the tooltip should explain it's my food resource, and provide a summary of how much I have and how much I'm producing. Not putting the tooltip there means I have to break out the help file and search through a dozen pages if I just want to know "what does that thingy mean."

Unit stats should be on the character sheet in plain sight. But if I want to know how a particular stat is calculated or what it does, I should be able to hover my mouse over it and find out the details.

 

Heck the forum interface here uses tooltips for each of the buttons. I don't know what that little Omega symbol means in the editor. I leave the mouse hovering and it's explained. If I had to look that up in a help file I would have probably never done it and still have no idea I could insert custom chåracters.