Here's just a few bugs I found in my first play through of beta 2. Some of them were persisted from .77. Loading saved games after starting some quests would often times break them. At the very least they all disappear from your quest list when you reload. The Corruption spell works very oddly. At first it destroys the shard. You have to wait a turn for it to reappear as a Death shard. And then you most of the time you can't build it to channel it's power.
legaceez
this is to be expected and i think how every strategy game i played so far handles it. there are advantages to being able to summon during battle. if you are caught unprepared at least you have the option to summon help. yes it should cost the same in my opionion. the trade off is you have to maintenance on it after the fight.
I think there are a couple good ways to counter kiting: A charge mechanic where the unit can forgoe his action (attack/spell/ability) for the turn and gain double moves. Have spells and abilities that makes ranged attacks and spells less powerful. Defensive spells like guardian wind or resist elements. Ablilities that mimick them or a global ability called "take cover" or something that gives a dodge bonus to ranged attacks and spells. If a
While this makes sense in theory the reason it isn't really implemented in most games is it makes things unecessarily complicated and ultimately more difficult to balance things. The reasoning behind these classifications just don't translate well to a video game. Easiest way to do this would be to just have three classes of weapons. STR, DEX, and INT weapons. Depending on which category the weapon falls in it gets a bonus from it's governing stat. STR would b
Yes looking forward to this . . . and finally unit pathing!
seanw3: exactly now you get it. I do agree with you on a lot of points. don't get me wrong I don't regret paying $70 on WoM because I know eventually Stardock will make good on their promise. At the time though I had to say Civ V was the superior game. Someone new to the scene though might not be so willing to take the bait of triple A prices from an indie developer.
[quote who="joasoze" reply="29" id="3084169"]Civ V is the first Civ game I havent bought. Maybe I try it sometime, but they butchered what was the best game ever (CIV IV). [/quote] yes I would definately try it out. give it a chance and try not to think too much about the critics. it's a lot better than they make it out to be.
[quote who="seanw3" reply="26" id="3084157"]Why would the house sell for 1 billion? That has nothing to do with anything. The buyer in this case is only paying 50 dollars. It is a community house. The point is that you have the option to live in either house or both, but don't expect the 2.5 million dollar house to be as nice as the 500 million dollar house. [/quote] you still don't get it . . . okay say the buyer is only paying 50 million. 1 billion was just a
[quote who="seanw3" reply="23" id="3084142"]That is not logical. It is the same as being in a group of 10 million people all chipping in 50 dollars to fund the construction of a house and only 50 thousand people chipping in 50 dollars to buy a house. Would anyone expect the 2.5 million dollar house to be as good as the 500 million dollar house? I think not. They should both be expected to be quality buildings in their price range, but they are not even close to the same scale. [/quote]</
[quote who="Lord Xia" reply="21" id="3084137"]All I care about is what I get. I payed the same price for WoM as I paid for Civ V, so I judge them on the same level. [/quote] Agreed. If you are going to charge the price of a triple A release and charge as much as the big boys you will be judged amongst the big boys. I don't care what your budget was. If WoM was in fact charged an indie rate upon release (say $20 or $30 even) I would have been a lot more len
wow I just checked out the NIGHTS mod . . . thanks for suggesting it. i will dl it as soon as I get home today.
While I agree Civ V lacked a lot of things that made IV great it also added some great features. It's a strong entry that deserves to stand on it's own merits. Hex grids are a big improvement although the AI is a little slow to adapt to this. The new civics system is great. No more stacks of doom. Each Civ feels more varied with it's special abilities. An extra unique building/unit per civ. I actually prefer the way naval warfare works. City-States are a lot of fun. Cities
[quote who="Werewindlefr" reply="18" id="3079244"]I still fail to see the point of the DoT on Dirge. With such power, all units will already be dead :/. Maybe super veteran stacks will have 1-2 soldier left, but that hardly justifies an entire new spell of higher power.[/quote] It's for when you are facing stronger units obviously. An extra +8 damage a turn or so against something with 200hp does add up to something significant.
Actually that would be something useful to know in the tactical battle screens. What shards you have and how much mana and shards your opponent currently has.
Agreed there's too much over reaction to the minor details that can be fix/balanced out later. The main things to look out for are the crashes and the overall design and flow of the game. Obviously how powerful statwise or things like pacing can be easily tweaked but if entire systems are broken/not fun then that's what they want to hear about. (Major issues/complaints since .77 for example are overpowered heroes which can't just be fixed with simple stat tweaks; overall u
Agreed. I find it silly that a lone bear cub can destroy my entire civilization just because I'm not there to defend it. Or there one turn too late.
I think it's fine. It takes so little XP to get to the next level anyways currently. So I would go from levelling up once per battle to once every 5 or so battles. That sounds fair to me. It has an overall affect of making roaming monsters stop being a threat so quickly. And remember you get an XP bonus with intelligence too. So mages level up extra quick.
Good points. I run into both these issues frequently.
[quote who="mqpiffle" reply="14" id="3079189"]The problem with tweaking tactical spells at this point is that we don't know if the whole tactical battle mechanic is set in stone yet. We know the AI will be tweaked, we're pretty sure they're going to tweak traits and add new ones, maybe they'll add a formation feature. Also, imo, different spell types should *not* be balanced for effect across different elements. Fire should have the strongest direct dama
i think the power levels of the spells were pretty in line to their relative ranks. dirge should be pretty powerful as it has some pretty high requirements as is. it would be pretty boring to make all the spells pretty much do the same things. you need flavor and differing stats to make things interesting. or else why would i go air+death rather than just fire?
[quote who="BrianLightfoot" reply="15" id="3077743"] I disagree that there's almost no reason you wouldn't want to build something. In late game most of my cities are idle as I've built almost everything. I would hate to have pop ups for all my cities that I want idle. I wouldn't mind a pop up the first time a city is idle, and only one pop for multiple cities. Also, an option to put the city in "idle non-notification mode" would be nice.[/quo
One of the things that has been bothering me quite a bit about the game recently are empty monster lairs and quest prizes not being awarded. Sometimes you have to kill the monster first before raiding it's lair and sometimes you don't. If you kill the monster first though you seem to have a better chance of getting something. Which makes it kind of hard when it's wandering around and you have to chase it. Assuming you can find it or distiguish it from the other like m
[quote who="Heavenfall" reply="5" id="3070556"]Opt out is requirement. Game does not need more popups between turns.[/quote] Certianly there should be an opt-out but I am not against pop-ups if they help you manage things. This is after all a strategy game not an FPS. A pop-up now and then telling you you need to build something I don't think is an immersion breaker. Alternatively at least have a distinctive audio alert so we can know to check the city list on the left for
my biggest problem with movement is trained units just slow your entire army down because it's not easy to get them as many movements in speed. that and the small map size of tactical battles makes heroes with a large move pool very powerful.
i like the changes and the direction the game is leaning towards! great job guys!