-Open Impulse -Click on the blue menu thingie in the top left -on the dropdown menu, check "show pre-release versions" now you should be able to update to beta patches
Vandenburg
[quote]Brad you're the man! [/quote] Heresy! Brad is the frog! [e digicons]:frogboy:[/e]
[quote who="Derek Paxton" reply="114" id="2918207"]4. Atmosphere. We are working on battle music, more arenas to fight in, better screens for tactical combat. Lots of little things that may not draw much attention, but add up to a better gameplay experience.[/quote] Is there a chance for city arenas (especially for cities with walls) to have special properties that make those battles unique? Ie. siege like battles instead of cities giving units %-bonus? (Shadow Magic had an excellent
[quote who="Frogboy" reply="14" id="2917996"]LOL. Well, it's safe to say that FE will have had a ridiculous amount of energy and time put into it. From a "metacritic" point of view, anything less than an 90 will be considered a disappointment by me. That's how high the threshold has been set on that.[/quote] So, Total War and Civilization territory. No pressure on Derek then. [e digicons]:P[/e] [quote who="Frogboy" reply="14" id="2917996"]Some people d
I can't help it, but I start to get excited for FE again. :)
I went with hidden Assasin, simply because the mechanics needed to implement that sounds interesting for future mods. All in all I find the other very meh. They aren't bad of course. Outlaw Connections can change early game quite a bit (getting more units faster and indirectly less enemies through conversion), as well as Beast Dominator (easier fights). Black Market Merchant (which needs a name change eventually that is more descriptive) at least forces SD to make the AI a
[quote who="Kadrium" reply="95" id="2917758"]If I have two units in a combat, one who does piercing damage, and one who does slashing damage... and you have two units, one who is strong against piercing damage and one who is strong against slashing damage... The decision of who fights who is made up for me. That's not poor play, that's a game mechanic giving me the illusion of strategy.[/quote] Um... they way you describe it, there is never any "choice" or "decisions" to make.
[quote who="Kadrium" reply="66" id="2916731"]I'm kinda disappointed we'll be going with a rock/paper/scissors system with cutting/piercing/crushing.[/quote] They actually don't got with such a system at all. In Rock, Paper, Shotgun, Rock beats Paper beats Scissors beats Paper. With the currently proposed system, you don't have any interactions with weapons against each other. It's plate protects against blunt weapons and mail against cutting. Just because t
[quote who="Campaigner" reply="59" id="2916356"]I hope that the factions will be truly different and NOT just minor things that Trogs have + STR, Wraiths + Dodge & DEF, Altar + Cunning....[/quote] If a race's strength determines how much equipment they can equip, it would alone be enough to make for a diverse setup. For example if Trogs were able to carry heavy armour and a shield (big shields are very heavy) AND a two handed weapon while another race only could equip either h
Eh, it's Brad's company. So, meh, his decision. Let's just be glad, he didn't sell the gaming part of the company to EA. That would have been bad news. [e digicons]8C[/e]
True, there isn't really a reason why mail should be good against piercing. I was just thinking that both plate and mail having the same bonus was boring. So, a gamey reason with some handwaving explanation. [e digicons]:blush:[/e] [quote who="mqpiffle" reply="56" id="2916039"]Mostly agree. IMO Plate armors should be completely useless except by exceptionally strong individuals.[/quote] Hm... full plate mail is what, 15-25kg the whole set, depending on meta
Sounds very promising. [e digicons]k1[/e] Now to the nitpicking. Armour: As has been mentioned by others, plate armour doesn't protect very well against "blunt" weapons. Especially since blunt weapons like the war hammer and maces were developed especially against plate armour. From a balance perspective, the best armour, plate, doesn't especially need a bonus, while the weakest doesn't have one. IMO c
[quote who="Dsraider" reply="3" id="2914773"]Um what? Brad mentioned that some people object to his personal Libertarian political views, but this is ridiculous. [/quote] Yeah, it's really silly. Imo Brad goes quite the way to keep his political opinions away from the gaming part. So who he votes for doesn't matter at all to the game (and that's from somebody who probably has a 180° different view towards politics :) ). But then, you never really expected good
Housing is gone? Wohoo. I wanted it changed since the early betas. :D Edit: After watching the video: Don't heard anything about housing. Also... with an interview... don't you usually have questions?
[quote]Death of a sovereign will cause the rest of the faction to go over to the faction with the best dynasty connections[/quote] Now that's change we can believe in. ;)
[quote]Kinda a broad statement don't you think? There are many different ways to make the game tactical.[/quote] With the current tech in game; which means, no bonus against certain types, limited to balancing the numbers on equipment etc. And I just can't fathom a system that adds tactical deep to battles by just turning those numbers. Of course, if you start by changing the battle mechanics, a whole other dimension of possibilities gets opened. :)
[quote]My issue with the main map is that somtimes goodie crates get hidden behind mountains and you need to go to cloth map to see them.[/quote] Or any special ressource or quest etc. to see what and where they are. I have a hard time discerning lots of things on the normal map, imo certain stuff is just too similar to other things for me to easily see what is what.
[quote]Make spearmen (and you need more spears) have a special ability to set charge, and do extra damage to cavalry and negate first strike. Make cavalry have a charge ability to do one attack at massive damage Make a rock paper scissor relationship between melee units.[/quote] I think that's what Frogboy means with the following: [quote]Now, FE has a totally different combat system with damage types, defense types, attack types, etc.[/quote] Ie.
[quote]Now, FE has a totally different combat system with damage types, defense types, attack types, etc. I haven't come up with a straight forward way to make combat in WOM more strategic without rewriting the combat system. I was hping that attack speeds would do the trick but they don't.[/quote] Hm... with the limitations of the current combat system... very hard indeed. The only thing I can think of is the addition of special abilities to equipment, like some mods did. T
[quote who="Pantasd" reply="5" id="2904246"]i hope some dynasty improvements in 1.3 [/quote] Hm... wouldn't that fall under gameplay changes though? From another thread where Frogboy chimed in. [quote] Here's a brief list: A lot of new goodie huts Random events Essence returned as a limiting factor on how many heroes you can imbue (where essence remains something good for you) More variance in monsters in the
I would play 100% on the cloth map if it would tell me where the beaches are, the unit icons would show me troop strenght, cities would have their small info bar on it too. So... sometimes I'm forced to see the regular map. :/
[quote]everything we as a community have learned about the game to add more fun elements into the game rather than game mechanic changes .[/quote] Hm... oh well. Will there be interface changes too? Mainly in equipping items, cloth map, trade routes and the unit counters? Or will it only be additional content? Edit: Not that additional content isn't great of course. I'm looking forward to what kind of random events you'll add, since I always loved the o
[quote]If true, then this proves without the shadow of doubt that life is possible outside of the planet Earth.[/quote] It's not true. It's a sham article in a sham journal. The main writer works for NASA but the article itself isn't supported by NASA at all. Wait journal... it's not even a journal, it's a website. Well, at least it has the modern geocities standard of web design... with dozen of amazon links to books to buy?</a
[quote]Rune crafting resource colection are from there there is even some music that wasn't changed at all from there........[/quote] Funny you would say that. Source: [quote] Zur: Sure thing. I'm actually really anxious for the game right now, so I can pop it in and start playing. I'm really looking forward to see it. I know there are a few bugs that still need to be fixed. Unlike oth
[quote] So essence is just a mechanic to me. What is it we want from essence that is appealing to gameplay? Can we ditch the mechanic and still have the gameplay we want? We can allow a sovereign to weaken himself to strengthen a champion. We can have a sovereign strengthen himself and weaken or sacrifice a champion. We can have sovereigns and champions increase their magical abilities as they level (and in a much better way than Int). Why do we neeed essence?[/quote] The above