Elemental Release Version - What made it in and what didn't?

Guilds

Did they make it in the final release? They were in one version of Beta and disappeared in the next. I liked the idea of special buildings giving access to special units.

 

Dungeons

Never saw them in the Beta's but, hoped they would be in final version, I mean what's adventuring without dungeons? This would also make Elemental a little closer to Birthright, where champions when adventuring on maps different from the strategic map. Could tactical maps be used for creating Dungeons and be linked with a quest location with the editing tools?

 

Capture vs. just Kill

The ability to capture/seduce/bribe/kidnape units(beasts, NPC's, other Kingdoms Champions, family members) and ransom other kingdom's champons/family members, never saw this in the beta's but, think it would add another element to game play, too many games use the just kill everything methodology when it come to combat.

 

Well, I guess we will see soon enough, if these didn't make it in, there's always expansion packs!

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Reply #1 Top

Guilds: no idea.

Dungeons: Brad stated that there will be no dungeons in the day0 game, but that they will most likely add them in later patches. He also said that the quests of the day0 version won't utilize triggers because they were not sure whether the game mechanics supported them. Since they found out it is possible to implement, they will come up with new quests that are activated and directed by triggers in the future (meaning more complex quests, a very good thing!).

Capture: The only confirmed option I know of is to advance in the diplomacy tree enabling you to tame/capture wild beasts in the world (the spider example).

Reply #2 Top

Guilds
Dungeons

Never saw them in the Beta's but, hoped they would be in final version, I mean what's adventuring without dungeons? This would also make Elemental a little closer to Birthright, where champions when adventuring on maps different from the strategic map. Could tactical maps be used for creating Dungeons and be linked with a quest location with the editing tools?
End of quote

I think we can do that, yes. I know it's something I'll be trying to do in the Dragonlance Mod. :)

Reply #3 Top

re @ Dungeons I remember Brad saying something about them having many art assets made for them but not getting implemented in the release version. But that would be part of the game.

So we'll probably just ahve to wait for a bit ^.^

Reply #4 Top

Dungeons are a priority and will probably be introduced into the game within a few months (hopefully). You should be able to mod it in yourself using the current tools and a little bit of cleverness. 

Guilds/Dynasties are confusing. I don't understand exactly how they work. At one point they were in, then they weren't, then they were again... 

However, their is no "successor" mechanic or anything, like originally planned and the major feature of having a Dynasty is having kids who have mana capabilities from the get-go (making them rather valuable). 

Reply #5 Top

The idea of triggered dungeon tactical maps is intriguing.  My interest in the game is more heavy on the RPG side than the 4x, so I'm interested in seeing how this kind of sub-map could be implemented (eventually) via the mod editor.

Reply #6 Top

I know there was in B4 a building for making Catapults, so if the others are not there in day0, it looks like it can be done.

 

Lee