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v1.08 Friday Slipstream running post

v1.08 Friday Slipstream running post

V1.08 is up as well as v1.08B which turns on MP.  The MP version is only listed as "beta" because we want players to know that we're going to be adding AI players as an option in custom games which should be enabled in v1.09 (next week).

Here's a running tally of what we're tweaking for Friday's (today) update:

  1. NPC Recruiting behavior change better communicated
  2. Organized talent is being removed
  3. New talent: Green Thumb: +2 food per turn
  4. New talent: Wealthy: +1 gildar per turn
  5. More consistent starting resources
  6. Look at why custom made maps aren't showing up
  7. See about the tiny maps always being the default (I think it's a MP thing)
  8. Reduction of equipment costs in shops (the eco balance is the first step to having weapons and equipment more consistent in cost)
  9. Tweak of monster spawning
  10. Option for animation removal in tactical battles
  11. Pathfinding/Terrain tweak/fix
  12. Longbow costs 40 not 4 now.

 

44,064 views 93 replies
Reply #26 Top

What about a trait (Sovereign and/or Champion) that allows units to get a little extra strategic movement (say 0.5 - 1) and thus isn't as OP as setting all units to one unit's speed?  So it could boost basic movement speed of each individual unit in a stack (like you'd imagine a hero could do), but remove the exploit of never again having to boost strategic movement of any other unit in a stack apart from the leader.

Best regards,
Steven.

Reply #27 Top

Organize should have just been changed to +1 move for all units. That way it can't be abused with a MrT Sovereign.

 

Still, removing this effect has pretty much made the +movement rings/amu completely useless. Unless you plan to shell out some 2-3k Gildar for 1 movement in an all hero army. Even then, it's better to use mounts.

Reply #28 Top

sounds good, will be very happy to remove animations in tactical battles,

Reply #29 Top

It's unfortunate that the Organized trait is being removed, especially since some other abilities don't even work right now (ie. Influencial racial ability).  But I am looking forward to the fixes to monster spawning and equipment cost corrections. 

The option to turn off animations in tactical battle is a good idea, but I do enjoy the animations--I just wish they weren't so god damned slow!!  I found that mounted units were dreadfully slow and annoying to play with because they couldn't take another action until the horse's animation finished, which took about 7 seconds :annoyed:    So is the only solution to turn off the animation completely??  I feel I'd be missing out on one of my favourite parts of this game.

Reply #30 Top

Quoting thisisretarded, reply 8
i am not going to complain about that because i am assuming that this means that they are working on a way to improve the road system...right?

(plus i think i did enough complaining yesterday)

 
End of thisisretarded's quote

Same here, deja vu, didn't I complain about this very thing last night? Wow, nerfed one day and removed the next, that was fast.

If they are working on road systems or improving movement in the game, etc. (whatever that means) then they should have delayed removing Organized until that was finished up. As it stands now, there goes the guaranteed "fun" talent, meaning that movement for the sovereign's army is finished; he's on his own, because money is much more rare now and you can't equip all the +1 movement rings/amulets on your heroes. Or just have him move at 1 or 2 speed for the whole game, which is no fun. I said it before, it might be overpowered, but complete balance in a game is not the way to make it fun.

I do appreciate yet another patch though, shows you guys are really working hard over there. I just don't agree with this change.

Reply #31 Top

Quoting Kalin, reply 27
Organize should have just been changed to +1 move for all units. That way it can't be abused with a MrT Sovereign.

 

Still, removing this effect has pretty much made the +movement rings/amu completely useless. Unless you plan to shell out some 2-3k Gildar for 1 movement in an all hero army. Even then, it's better to use mounts.
End of Kalin's quote

this ^

Reply #32 Top

2. Organized talent is being removed

Good riddance. Now instead of upgrading just the sov's speed, you have the strategic choice of investing in speed upgrades for the individual units.

Quoting StevenAus, reply 26
What about a trait (Sovereign and/or Champion) that allows units to get a little extra strategic movement (say 0.5 - 1) and thus isn't as OP as setting all units to one unit's speed?  So it could boost basic movement speed of each individual unit in a stack (like you'd imagine a hero could do), but remove the exploit of never again having to boost strategic movement of any other unit in a stack apart from the leader.
End of StevenAus's quote

Or this good suggestion

 


Quoting Sythion, reply 10

Now just get rid of teleport and we'll have to actually think to play the game!

End of Sythion's quote

And make the game progress slower than play-by-mail chess  ^_^  . OK, it feels kind of overpowered and may need some tweaking, but removing it completely - in the game's current state - would make progress too slow.

 


 

Has anybody played any multiplayer game? Can you give us the key-points  (how you find and select games, how you create games, if you can be spectator, etc.) ? I've only seen one post so far in the multiplayer section of the forums and since i can't play tonight due to lack of time, i have no idea how it works.

 

Reply #33 Top

Frogboy, regarding the 1.08 game I played yesterday. I was lucky enough to be placed next to 2 fire shards which meant I immediately tech'd up to shard harvesting.

It also meant once I had this, I was unstoppable. Because of the huge bonuses spells get from shards. I was able to one shot everything with the level 1 fire spell which costs 2 mana. I did an average of 24ish damage to every unit twice per round. I never bought my sovereign anything, because it was too expensive, while teching up in warfare allowed me to get soldiers that were better outfitted than the ruler of my kingdom.

Eventually I got fireball, which did double the damage of the first level fire spell but still at TWO mana. So I was doing like 46 damage x2 per turn. I marched into every other faction's territory, declared war on them and singlehandedly destroyed everyone.

There is a huge issue of balance now, because once you get a shard or two, its a wrap. I've won. Now I just chase down everyone to one shot them.

Maybe there can be some sort of natural HP growth as things level up, or you can get more HP when you buy new armor? Because when a sovereign levels up, just put your points in essence or intelligence. Everything else is a waste. There is no reason to melee when you can fire off spells like this.

Reply #34 Top

Was meaning to post something similar, about magic being too strong now.  I had one fire shard, with infernal I am able to destroy 8 units out of a 10 unit stack in the first turn with just my SOV.  Seriously being able to do ~30 damage to 9 tiles at a time is too much given current unit HP, basically I can destroy any army almost instantly. 

 

However, on a positive note enemy SOVs run away when I chase them with a more powerful stack now, which makes wars last a bit longer :)

Reply #35 Top

Quoting solidsmooky, reply 33

Frogboy, regarding the 1.08 game I played yesterday. I was lucky enough to be placed next to 2 fire shards which meant I immediately tech'd up to shard harvesting.

It also meant once I had this, I was unstoppable. Because of the huge bonuses spells get from shards. I was able to one shot everything with the level 1 fire spell which costs 2 mana. I did an average of 24ish damage to every unit twice per round. I never bought my sovereign anything, because it was too expensive, while teching up in warfare allowed me to get soldiers that were better outfitted than the ruler of my kingdom.

Eventually I got fireball, which did double the damage of the first level fire spell but still at TWO mana. So I was doing like 46 damage x2 per turn. I marched into every other faction's territory, declared war on them and singlehandedly destroyed everyone.

There is a huge issue of balance now, because once you get a shard or two, its a wrap. I've won. Now I just chase down everyone to one shot them.

Maybe there can be some sort of natural HP growth as things level up, or you can get more HP when you buy new armor? Because when a sovereign levels up, just put your points in essence or intelligence. Everything else is a waste. There is no reason to melee when you can fire off spells like this.

End of solidsmooky's quote

Yeah, balance is an issue, and there's a lot of areas where it needs work; hopefully they already know this. I mean, a quick fix (which I'm only suggesting until they come up with a complete fix) is to make defenders attack FIRST (ala MoM). That will stop people from rushing out and there and fighting the big guys who have magic/abilities because your sovereign/heroes might be one-shot'd. Again though, that's a quick fix, not a serious solution. As strong as spells are, heroes and sovereigns need inherent magical defense (which should be a stat implemented in the game, maybe called "resistance") and heroes and sovereigns NEED a minimum health bonus each level. Maybe based on Constitution from your last level (keep increasing const, get more life next level). They need this because they're a joke to be honest, any high level monster can kill your heroes and sovereign unless you've pumped health into them; but if you've done that, they're still not strong fighting wise or magical wise.

Yeah, there's some issues to be addressed. Hopefully 1.1 will work on those major overhauling balance issues.

Reply #36 Top

Every champion should act like they have Organised, that way an army led by one works better than one without.  Beneifit of having an anrmy led by a leader. 

Reply #37 Top

Quoting vxvoodoo, reply 32
2. Organized talent is being removed

Good riddance. Now instead of upgrading just the sov's speed, you have the strategic choice of investing in speed upgrades for the individual units.
 
End of vxvoodoo's quote

yeah.  because there are soooo many options to increase the movespeed of summoned creatures and other non-human units.  let me just focus on casting +1 move on ALL units of that sort so that my army can have 3 whole movement points...

or i could just play without those sort of units, which would make this game have even less variety. 

have any more well thought out advice?   

Reply #38 Top

Quoting thisisretarded, reply 37

 yeah.  because there are soooo many options to increase the movespeed of summoned creatures and other non-human units.  let me just focus on casting +1 move on ALL units of that sort so that my army can have 3 whole movement points...

or i could just play without those sort of units, which would make this game have even less variety. 

have any more well thought out advice?   
End of thisisretarded's quote

Maybe the inability to increase their movement is the balance to their power? So the choice is trained units I can increase movement on but don't have specials they can cast and they cost wages, or summons that are cool and have specials and have no upkeep but are slow? Because honestly up to this point I haven't bothered much with mundane troops, just swarms of elementals.

Reply #39 Top

Quoting Gyb, reply 38



Maybe the inability to increase their movement is the balance to their power? So the choice is trained units I can increase movement on but don't have specials they can cast and they cost wages, or summons that are cool and have specials and have no upkeep but are slow? Because honestly up to this point I haven't bothered much with mundane troops, just swarms of elementals.
End of Gyb's quote

 

really? imps are overpowered? spiders? drath?  no. 

(i admit that certain summoned units ARE very powerful, but not all of them, and even those that are potent early on tend become less powerful in the face of larger "group" units)

Reply #40 Top

Where's a set of bagpipes when you need them?

 

*sheds some tears*

 

Organized, the game just won't be the same without ye!

 

I really don't like to see it go.  I hate that its being nuked without Pariden getting usable traits.

Reply #41 Top

Good stuff, but I will miss organized, now investing in movement is pointless. I know people thought it was OP, but it really helped the pace of the game IMHO. I feel like the this and the recent revision to terrain movement cost has drastically slowed the pace of this game, which makes it less fun, for me at least.
End of quote

What he said.

Reply #42 Top

Relax people, it probably won't take more than 5 seconds to mod it back in if you love it so much. The issue with it for me was that the AI wasn't putting it to any use. Personally I think it would have been better to buff the other traits (except for intimidate, that one is completely broken late game) and fix any stuff that isn't working, but eh... nerfing is easier I guess.

Reply #43 Top

Please remove the 1 gildar upkeep for Study/Archivist.  If my starting city doesn't have a gold mine nearby, that kind of upkeep will cripple it at the start of a new game, imo.

Reply #44 Top

Less fun? Not for me. Right now creating a sov. without organized feels like creating a sov. with a penalty. Now i´m free to try something different... 

Reply #45 Top

lol I have a sov saved with the organized trait so :P !

Reply #46 Top

Quoting Xydarc, reply 43
Please remove the 1 gildar upkeep for Study/Archivist.  If my starting city doesn't have a gold mine nearby, that kind of upkeep will cripple it at the start of a new game, imo.
End of Xydarc's quote

Since 1.08, I've started over 10 games and they all came with either a gold mine or a lost library within 3 tiles of my starting position.

Reply #47 Top

That won't help you if the code for Organize gets commented out.

Reply #48 Top

There needs to be something like organized, but less powerful.  I like the idea that was mentioned, Forced March.

 

I would love to be able to designate who my stack/army leader is. I don't care if he is inexperienced, let there be a morale penalty or something.

Reply #49 Top

Thanks for the info Frogboy, do you think also give the code need to create new data.zip files so change we make to tech trees will so in the game?

Reply #50 Top

Fix the Warhammer!!!  It shouldn't be doing 24 as it was in 1.07 but it should not be doing 5 damage when the mace is already doing 6 damage in 1.08, should it?