We're in the process of adding back in true Outposts that can be put out into deserts and such. They're not cities and can't have improvements built on them but they let players access remote resources.
Frogboy
[quote who="cparkin01" reply="107" id="2999447"]Question - is v1.4 going to alter or address combat initiative? Perhaps move to by each unit from each side to help balance this out?[/quote] No. That whole thing is in FE.
New beta should go up this week. Here's what's new: + Max army size reduced from 12 to 6 units + Tech multiplier reduced from 1.5 to 1.3 (faster research) + Higher level monsters will spawn later in the game no matter what + AI smarter about targeting in tactical battles (not always the "toughest" unit) + AI more generous about imbuing their champions + AI more likely to choose guardians
I get two drives on a new system: 1 SSD for the boot/swap partition 2. For the data drive
While I usually lose at challenging or above (I play the game as a game rather than trying to play it as "aha! I found an exploit") I still see issues that I'd like to address. I am thinking that v1.4 will likely be the last update that I work on as it's gotten to the point where it's "good" and I don't want to take time away from FE. I played a 7 hour game today that was pretty satisfying. Most of the things I'd like to change are already in FE (i.e. m
Like I said, *most* of the things I've been doing are bug fixes. Some obvious, some not. The UI stuff is something I've been working on for 1.4. The cloth map stuff is something that I'm not seeing. This Thursday's update hopefully will get us a lot closer to a final release of 1.4.
is there a specific example of something on the main map that isn't showing up on the cloth map?
I've been fixing bugs as well (hopefully noticed in v1.39 already). I'll look at item 1 mentioned. Item 2 isn't really a bug, it's just saying that when a unit goes into a city, it takes time for it to rest. It's the difference between living "in the field" and in a city. Item 3 I've seen reported but haven't been able to reproduce. It should be easy to fix though once I figure out what precisely is the problem.
Do you have a specific example in mind?
Well the AI is definitely getting better (I think) in this build:
Ironically, in Fallen Enchantress, city upgrades are totally different. You get to choose from a set of unique city improvements.
One Ui thing that I've changed because it's buggy is forcing there to only be 1 pioneer. Instead, I've made it so that you can build groups of pioneers (and caravans) and you simply get a bonus (like a higher initial population) for building bigger groups. I've also redone how the AI chooses city upgrades to be a bit mroe intelligent about it (it was just random before).
Just rewrote the way the AI learns spells and working on how it decides which ones to cast in tactical battles. I'll post screenshots here as soon as I start seeing results.
I'm working on v1.4 today. I'm improving the way the AI makes use of spells which, as you can imagine, is tricky because it's very subjective. The AI was mostly just using arcane arrow for instance because it's cheap and usually works. The AI wasn't valuing the importance of killing players quickly (just efficiently) thus would end up getting creamed in tactical. I wish I had a couple months to put into WOM's tactical battles but realistically, I
I can tell you why: Vindication is coming. :) After so long of getting beat up on WOM it's going to be nice to see FE be what we had hoped Elemental would be in the first place. I could write a book on all the mistakes/things that went wrong on WOM during its development -- any one of them would have caused a lot of problems and we had a dozen of them. It's no particular thing about Fallen Enchantress either. It's a thousand little things.
They have magic knowledge but still must be imbued by a Channeler. Looks to me like the text needs to be tweaked to make that distinction clear. Knowledge of magical lore is very important in Elemental as much of it has been lost since the first age. But only Channelers can cast general spells (or those they imbue). There are Sions still, these are beings who are essentially one-trick magicians but that's not what we're talking about here.
Work in progress.
[quote who="mbar8" reply="40" id="2997072"] Quoting Kodiak888, reply 37 I don't need a program from every developer. What he said. Simple means having a choice of where to shop and being able to buy from a handful of sources. I don't want to have an account with each developer just because they want to cut out the middle man.[/quote] Our games will continue to be on Impulse as well. You won't need an app for every develop
[quote] How many of those people who got fired last year are living the dream?[/quote] I dunno, you should ask them, as nearly everyone got rehired.
Having the same problem. Looking into it. That's why there was no update this week, still trying to figure it out. This is kind of a "gotta fix before another update goes out"
[quote who="Kestral2040" reply="2" id="2994556"] Quoting Frogboy, reply 1Brewery = Win. Frankly, I'm not sure I understand what those other things even are. if they don't provide you with beer, does it matter?[/quote] I assumed they provided other types of liquor.
Say it with me: Assume it'll be horrible and give you cancer. It will be horrible and give you cancer
Brewery = Win. Frankly, I'm not sure I understand what those other things even are.
[quote who="DsRaider" reply="48" id="2994059"]Apparently not early enough if your Frogboy2.... lol Seriously how do you find the time to do all the things you do? It's insane.[/quote] ;) I don't sleep.