[quote who="Tim4fun" reply="3" id="2842888"]Agree with most everything here. Minimum intelligence should be lowered, but maybe base more of the damage on int even for starting spells. Allows you to feel like you have options even if they're only small amounts of damage.[/quote] I agree with that also. I can live with arcane arrow/spell blast mainline spells keeping their higher reqs, as long as elemental books got lower regs. &
Alstein
That's probably a good idea, still work on it hard, but release 1.1 final on the 21st (Tuesday). Gives yourself a couple days if you need to hotfix something at the last minute. Try hard to fix bugs/polish this last week. One more hell week for you guys. Then take the holidays off with a stable game, then 1.2/expansion work can start in January.
Seriously, even the lowest level spells require a 16 int, and things like arcane arrow required 27. Most champions (this is not a problem for sovs)- start out at around 8-14 int, so champions would have to be lvl 6, and put all their points into INT for imbuing them to be worth anything. Many low level spells need to be lowered in terms of INT requirements. Elemental books especially. Another thing, I'd like to see channelers start wit
I just hope all this work doesn't burn the team out. That's the one thing I'm afraid of, I've never seen a team work so hard before- you guys must have put in a 60-70 hour week this week. Sad thing is that there's still some work to do, but it's a lot less then what there was one week ago.
I've had rare crashes. I think they're rare enough that after balance tweaks and bugfixes, 1.1 release is feasible, though you'll probably need a 1.11 and 1.12 to finish things up.
I've seen a mention of Essence in the starting screen load tips as well.
Ah, the situation I have is the max pop lowers. Only seems to happen for Kingdoms not Empires on the first housing tech, haven't experimented with anything else , just shanties and houses.
Situation: I believe my capital was upgrading to lvl 4, when I finished researching Blizzard. debug and autosave http://dl.dropbox.com/u/6609288/Elemental/AutoSave.EleSav http://dl.dropbox.com/u/6609288/Elemental/debug.err
I figured out what this is. Your huts are supposedly being upgraded. Unless something is happening where the huts don't get upgraded, I think it's WAD though I don't like it. I am wondering if you just lose the huts and don't get houses in return though. I didn't see any spike in housing that should have occured afterwards Someone should doublecheck that- if that's true, then yeah, serious bug. Suggested fix: huts ge
[quote who="impinc" reply="6" id="2841706"]One thing I've noticed concerning specialists and improvements. It seems like a lot of the resource improvements don't require them. Which seems strange to me. You're telling me it takes not a single person to get materials from a stone quarry? Or a Timber Mill? How about those lost libraries, or arcane temples? Is this an oversight, or was it on purpose? [/quote] Probably on purpose. If those things requ
Since the game is stable now it seems I don't think there's a rush. Getting it out today would be nice though.
Imbue, to me, should be non-dispellable. Maybe it should be reworked entirely, and based on sov lvl, no upkeep cost. A lvl 1 sov can imbue one champ. Lvl 4 two, lvl 9 three, and so on.
On normal, the wolves seem to have 28hp. Maybe toning down the difficulty more would work for now? This needs to be addressed at some point.
So far the game isn't crashy crashy for the first time since the betas started. I'd need to play more to make sure. If you get the stability down, it will be time to work on the balance of a few things- then you'll be able to release. I still don't think you'll be ready by Christmas, but early January looks quite possible now. (I was thinking late January before to early March)
Reason- when you upgrade your huts to houses, you lose the benefit of the hut. This causes your max pop to crash, which can really wreck your economy fast. In a game where I didn't get to do it until later, I was losing 20 gildar/turn. Having a big city makes this worse. Suggested fix: make the act of upgrading a housing structure not lose the population benefits of the housing structure. Either that or make the upgrades 1 turn to do.
[quote who="Das123" reply="15" id="2841350"]Thanks Derek and crew. I've noticed the art in game and have been enjoying it. I haven't played version 's' yet but my only concern at the moment is that the AI in particular is still very weak. I think everything else is right on track. But please don't let 1.1 be released without better AI decision making - particularly in tactical battles with spell choices.[/quote] Brad's been out this week doing his
You kill him before he gets too big/powerful. He'll run out of mana eventually- those spells are expensive. If you're going pure mundane- you'll probably out-number and out-econ him some.
[quote who="Werewindlefr" reply="43" id="2841085"] Quoting Wintersong, reply 41 Quoting Werewindlefr, reply 37No, we have something interesting: magic isn't in a closed vat anymore.No, we don't have magical ways to counter anything (anything magical I mean). It's all "I use this. Deal with the consequences.". For some things is fine and good but it shouldn't be like that for everything. Well, give a solution to the following problem then: how should a non-caster based kin
[quote who="jecjackal" reply="35" id="2841022"]While this is not an issue regarding magic, I feel that tactical movement and attacks should be seperated. To clarify, If i purchase a horse, currently I get +1 movement (Main map) and +1 combat speed. In tactical combat this translates as an increase in action points. It doesn't really make much sense how mounting a horse gives you more attacks or how equipping a dagger makes you run faster. To this end, I devised th
Usually my plan is this Early game I'm trying to grab resources. Usually I go civics for the food, and 1 line in diplomacy for trade routes. I try to get shard harvesting early, so I tend to research the entire first level. Civics line I research on and off throughout the game, no beelining Warfare line I try to avoid researching, but I do if necessary. I will research equipment first usual
What I'd like to see before the first expansion really goes into full throttle (really too late for that I assume) - I'd like to see Kael come to us and ask us what mechanics we'd like to see changed among things that are already implemented. My requests would be -resource spawning from the adventure tree -spellcasting mechanics to prevent spell spam Would probably give you guys a bit more of a clue of what t
http://dl.dropbox.com/u/6609288/Elemental/Crash.EleSav Another crash I ran into just now. I can't find a common unifying thread in all of these. (autosave so it may not be too helpful) http://dl.dropbox.com/u/6609288/debugcrash109r.err This is the debug.err &
I wouldn't mind seeing this mechanic reworked or eliminated (and higher lvl buildings buffed instead), but it's not game-wrecking or anything. It's way down on my list of complaints.
I wouldn't mind seeing Janusk gone completely, he's the Jar Jar of Elemental for me.
[quote who="Werewindlefr" reply="29" id="2840900"]Hmmm... what about cheesy spells like teleport ? What about potent spells like volcano ? I don't like the idea of chaining volcanos, 1 per round. And the mana cost isn't a sufficient limitation.[/quote] Generally, to get that much mana a turn that you can blow scads of it require owning multiple shards. My suggested solution here: for strategic spells: you can't cast the same spell twice in a round