1.1

Any reviews?

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Reply #1 Top

k1  

Reply #2 Top

We've only got the beta at the moment, so you'll have to wait for the proper release.

Reply #3 Top

I've noticed a few small differences.

First, the capital city / every other city is now using different cityhub internalnames. Those tags have been there all the time, but weren't used or functional up until now.

Secondly, obviously, accuracy, dodge and running population cost of buildings is in. Lots of new spell tags, particularly interesting is the tag you can add to make a unit always stay in a city.

Mounted units for empire got moved into their own tech. That is a HUGE help for me doing mount mods, you wouldn't believe what a difference it will make. I doubt it was done to make modding easier, but I take what I can get.

 

<RequiresCityImprovements>1</RequiresCityImprovements>
    <RequiredImprovement>K_Earth_Shrine</RequiredImprovement>

These tags have NOT been fixed. Any improvement that has these tags require that the building is built INSIDE city walls. So if you want to build towers of essence/towers of doom, you'll NEED to build the shard improvements within city walls. I'm sure we'll see people asking about that on the forums later on. Edit: Actually, they're called temple of essence (k) and tower of souls (e).

Edit2: oh yeah, the loot system is activated.

Reply #4 Top

I know it's only beta.  I'm trying to decide if I'm ready to load it or not.

 

Heaven, how do you feel about the game play aspects? 

Reply #5 Top

Oh, I thought you meant this topic as a sort of "what's new for modding".

If you're looking for a playable game, there's no point in updating to beta. The AI is utterly incapable of playing with the new rules.

They've made two large steps in the right direction. The game has improved significantly.

Reply #6 Top

Some more new stuff in 1.09n beta, from the <unittype> container

<IgnoreItemTrainingCosts>1</IgnoreItemTrainingCosts> (makes unit ignore the "additional training cost" incurred from itemtype with the tag <AdditionalTrainingTurns>3</AdditionalTrainingTurns>)

<AdditionalTrainingTurns>4</AdditionalTrainingTurns> (adds training time to a unit, default is 3 so 3+4=7)

<WageOverride>0.0000</WageOverride> (overrides wage-cost of units, value is absolute, 0.0000 means the unit pays normal wages, this tag is inherited when upgrading the unit unlike <HasWages>F</HasWages>)

<UnitTypeVersion>1</UnitTypeVersion> (unknown use, number not increased when designing unit and then upgrading that unit)

 

Reply #7 Top

Quoting Heavenfall, reply 6
Some more new stuff in 1.09n beta, from the <unittype> container

<IgnoreItemTrainingCosts>1</IgnoreItemTrainingCosts> (makes unit ignore the "additional training cost" incurred from itemtype with the tag <AdditionalTrainingTurns>3</AdditionalTrainingTurns>)

<AdditionalTrainingTurns>4</AdditionalTrainingTurns> (adds training time to a unit, default is 3 so 3+4=7)

<WageOverride>0.0000</WageOverride> (overrides wage-cost of units, value is absolute, 0.0000 means the unit pays normal wages, this tag is inherited when upgrading the unit unlike <HasWages>F</HasWages>)

<UnitTypeVersion>1</UnitTypeVersion> (unknown use, number not increased when designing unit and then upgrading that unit)

 
End of Heavenfall's quote

 

Thanks for the updates.  I had wanted both modding and gameplay opinions.

 

I guess I'm a bit skeptical that the change to a global mana pool is a good idea.  Individual mana pools was not the reason magic sucked.  It sucked because the existing system was poorly thought out and balanced.  I'm not necessarily opposed to the global mana pool either though I prefer the individual.  But if the entire magic system is properly thought out this time then it will be an improvement.  Ironically, only one of the needed improvement needed much game change.  Just reworking the spell books and a little more thought on the mana regen facet of the game.  The only major game change really needed was to take the spell books off the creation screen and make them all researchable.  All a sovereign should start with is a couple of basic spells including a basic magic attack spell.