[quote who="Derek Paxton" reply="183" id="3350093"]It's released. We actually had a steampipe issue that kept it from going out last night, but with a little help from the wonderful folks at Valve its been taking care of.[/quote] Valve has a product called Steampipe? That's awesome! Looking forward to playing .85 this weekend. Thanks, Derek & Co.
Lord Reliant
Thanks, Gaunathor for the formula. I assume LH uses a similar one (or the same), but if anyone could confirm/deny this, that would be helpful. Another question about the formula- Minimum damage doesn't take armor into account? You listed Max Attack. Did you mean that the formula should be: Min Damage = Max Damage / 2 ? So, as an example: My unit has an Attack of 7. I'm attacking a unit with a Defense of 1. The rounded Max Damage is 7*7/(7+1) = 6
Any changes coming to attacking removes all movement for units? This is so highly annoying. Not that I expect 1 unit to run wild by itself, but there were some good suggestions thrown out about how to fix this.
Does someone have the calculation that's use to determine damage? Usually, it's Attack - Defense. However, it doesn't seem to be that way in LH. Then, on top of that you place in the variable if a unit is defending or not. What does defending actually do? It certainly affects archers! Attack and Defense both seem more like a power rating than an actual value, but as someone who's played Elemental for a long time, I've yet to figure out how the system works.
Whether it's the old system or the new one, I'm hoping that farming monsters for XP isn't an intentional design. What I mean is that SD intentionally wants players to leave monster huts around just to keep them around for leveling purposes. It seems like once you clear out monsters but don't capture their lair, they shouldn't regenerate more. I'm also unsure why monsters keep growing past 1 size of group. I'm sure it's more threatening, but it also encourages f
I did some testing last night- it's definitely a problem with more than just Shield Bash. Guarded Strike, Crushing Blow, and Cleave all had similar calculation problems.
I'll reserve judgement after the next patch with the XP and Fame changes. My main issue with the the current state of affairs is that heroes gained through fame are too difficult to use because they're either too weak, too late in the game, or I have too few units to viably fight with it. If I gain a new hero, it shouldn't have to cost me money, it should be powerful and it should be useful. Thankfully I don't see any of these issues as being too difficult to overcome except t
[quote who="Frogboy" reply="140" id="3349514"]I saw that too tonight. I asked Derek to see if someone could check that out. I have no idea what change caused that. My changes were in the strategic area.[/quote] Thanks, Brad. Glad it wasn't just my game. You can give whoever is working on the tactical AI some kudos. Overall, it is quite good, which is saying something given the challenge of all of the new features. It seems like some of the actions and movements still need a
LH is really a great game already and it still has almost one month to be refined (plus some patches after release). The past is over and the current product continues to get better all the time.
[quote who="Naidrev" reply="15" id="3349449"] Would it be possible to not have level effect XP gains? [/quote] I agree with the sentiment behind this, but without the scaling, I could see this encouraging farming of lower level units just to level.
[quote who="Draginol" reply="130" id="3349462"].[/quote] Awesome! Any chance those AI updates include improvements to the tactical battle AI? I've had several battles where the AI would defend or retreat its units instead of attack, which cost it the battle. That's about the only real tactical error I've seen so far (which is quite excellent).
I had a game tonight that did the same thing- ran right through a monster lair. A banshee, no less, so I couldn't really clear it out until much later. Even if these other changes can't happen soon, could the algorithm be modified to go around monster lairs?
Another idea that may make implementation a bit easier on this- What if instead of carrying a maintenance cost, the road tiles cost gildar, which increased over time. It wouldn't be as simple as the first manual road = 1 gildar, the 2nd two, etc., but something like that. Then we wouldn't have to worry about on-going expenses (how would you get rid of a road over time to save money?), but it would discourage road spam because it would become cost prohibitive. A few, we
The pop-ups that cause me problems are the city level up ones (the current dialog sometimes doesn't get me enough info) and the research one. It never fails that pop-ups will happen while the camera centers on something else, or because it's a modal dialog, I can't go check other info to make my strategic decisions. I really like the way Endless Space handles this. It uses the right side for notifications, which it allows you to either dismiss or minimize. Would love to se
Did you build the roads in that ZoC? They're very strange. I wonder if the fact that they're on a road tile and traveling somewhere may be an issue?
Saw the note about this in the changelogs. You may want to check a few other traits than just Shield Bash (unless the fix fixes all calculation issues). I want to say Crushing Blow and Guarded Attack (whatever the Gildar trait is called) wasn't right, either.
I have a Radeon card and haven't noticed it. Mine is an HD 7770. What's your version? Do you have the update from January installed? Sounds like it's not shadows. Suppose you could try turning off anti-aliasing. That seemed to cause some issues.
If we do go down the Engineers path (which I approve), it might also be good allow them to upgrade outposts, too. Engineers could also double as spies/scouts, too, which would only add to their usefulness.
Huzzah! I didn't even need to get a screenshot. Derek- you're a bug smashing maniac today. This next release will just rock. You're #1 in my book. Well, actually Ongr is #1, but who can compete with him?
It would be cool to see this (and other types of selections) to bring up the unit selection dialog where you would click on each unit you wanted the spell to affect, with the total cost given below. Clicking again on a unit would unselect it.
I'll get a screenshot of this next time I play, but it seems like the way damage is calculated prior to using a special ability is bugged. Let me explain. Take a unit with the Shield Bash ability. Select that unit. Without using that ability, highlight an enemy unit. Note the damage displayed. Then, click on Shield Bash and then highlight the enemy unit again. A different amount is displayed (in my case, I saw 0 instead of the 27 my unit actually hit for). Thankfully, the
[quote who="Derek Paxton" reply="6" id="3349303"] Woot, you are absolutly right. They stop working after a reloading. Im debuging it now (and by debuging I mean that Im asking someone smarter then me why its happening).[/quote] The sign of a good manager!
Another major issue bites the dust! Hoping the new patch arrives today (or tomorrow).
Huzzah! Derek addressed this in the .85 changelog: Increased Ascian to 4 moves Thanks, Derek!
I just got the Chain Boots after defeating a bandit. My hero can't equip them, which I believe is because he doesn't have the chain mail proficiency. If that's required, the text should say "chain mail proficiency required". On a related note, could we change from chain and plate proficiency to medium and heavy armor instead? More versatile and would make sense to add that for things like shields.