I have the exact same issue, and this doesn't happen in other games. I also still can't use advanced light: it just turns everything into a blurry mess. I'm using a Nvidia GTX 260.
TheProgress
I'm have the same issue with map-based improvements (shards, bees, etc).
The entire GUI needs large amounts of polish and re-working IMO.
I cast the production boosting spell upon my first city early in on the game. I ended my turn and the city still continued to produce the same amount of gold, food, etc. The spell was in my enchantment slot though.
Part 2 of my list. name: Mana Siphon type: Tactical / Strategic knowledge needed: 22 mana to cast: 4 required shards: 0 effect: caster takes mana from another friendly or enemy unit (alive or dead). book: Life? Spirit?
Well here is a giant list of potential spells. I'm not too familiar with the different spell books - and I don't have any sort of reference point for the knowledge / cast mana. name: Life Bond type: Tactical knowledge needed: 20 mana to cast: 10 required shards: 0 effect:
Fattie in carte is the best thing I've seen in a long time.
Here a few spell ideas off of the top of my head. Sorry for the repeats. I'm not entirely sure what school of magic they would be grouped so judge for yourselves... Life Bond : caster (hero or sovereign) creates a bond between two friendly or enemy units (can include the caster, can include one friendly unit, one enemy unit). Any damage one pair takes is reduced by 50% and afflicted upon the other unit (if the other unit dies, the original unit takes the remaini
Quick question before my intentional double-post [e digicons]8O[/e] , I noticed that spells have been split up into tactical and strategic. Does this mean that players will not be able to use firewall on the actual map to help block enemy units?
I would keep uints (and buildings?) at a fixed size on the non-cloth world - the only reason I'm not doing this right now is that it seems to take units 5 times longer to travel between tiles if their size is not scaled.
I'd personally be more interested in a more in-depth, longer tactical battle.
Super happy to hear about the abilities for champions / heroes. I'm guessing we can still transfer essence to heroes to give them spell casting abilities? What is the possibility of have extremely potent spells requiring some essence to be sacrificed?
Casting mass heal does not seem to work. I've tried it several times and each time no one in my army is healed.
50 - 8 = 42
In regards to forsaken land: The visual difference between forsaken land and revived land needs to be increased - especially from the cloth view.
[quote who="Frogboy" reply="24" id="2663125"]Sure, it's a very clean design, TP. So clean it doesn't display any of the unit stats. [/quote] Tooltips... ttooooooooollllttiiiiiipppppsssss [e digicons]:X[/e]
Just a quick repost of some feedback: Hero / Sovereign inventory and equipement screens. Please adopt an interface similar to Diablo 3. It is clean, logical and makes extensive use of tooltips for displaying information on items. Example: Heroes and Sovereigns have no skill-trees or abilities that can be learned upon levelin
[quote who="GW Swicord" reply="60" id="2663099"] Quoting Frogboy, reply 36...In fact, in 16 years, the ONLY game that forum users thought was ready was Demigod and that was only because it was so polished early on. Beg pardon, but isn't that almost like saying that no one's been 'right' about this question yet? I'm not a Demigod customer, but I learned about its launch saga via the GC2 boards. I'm also not fixated on any sort of marketing natter like "polished" or hardco
[quote who="Thiryn" reply="26" id="2662951"] Quoting TheProgress, reply 25Based on what I've seen this game needs a lot more than just 21 days (assuming people are working on weekends - which I doubt they will be doing) of additional work. There is of course the possibility that the beta testers haven't seen a lot of the content though I suppose. Which we already know is the case.[/quote] Yeah but we don't know to what extent really (at least I don't sorry if I'v
Based on what I've seen this game needs a lot more than just 21 days (assuming people are working on weekends - which I doubt they will be doing) of additional work. There is of course the possibility that the beta testers haven't seen a lot of the content though I suppose.
Lets put it this way: I pretty much cannot play most graphically intense console games because I find the lag to unbearable. There is no way I'll be using OnLive any time in my near future.
I agree that the current GUI is far from fantastic.
I find the current hero/sovereign system to be very dull. It definitely needs a more classical RPG approach.
Please give us the option to turn off unit scaling. I don't mind having the pewter figures scale on the cloth map, but it is bugging me endlessly to see my actual characters no scaling to match the zoom level when not working at the cloth-map level.
I've got to say I'm pretty impressed with the game's progress. How many people are working on the game? What sort of development process do you guys use? Scrum or something else?