We considered a higher casting cost, obviously thats what we did with Teleport. But Blink wasn't just a case of balance. It introduced significant AI, balance (in that even with a higher casting cost it was still abusable) and fun issues (bouncing back and forth on a battlefield while the ai runs back and forth isn't enjoyable and its strategic). It was, much like a Pauly Shore movie, beyond saving. The good news i
DerekPaxton
[quote who="RFHolloway" reply="133" id="2872949"] More than? presumably less than a minimum - and 30 isn't half of anything [/quote] Sorry, you are correct. The min on the attacks should be 20, not 30 since the attack was at 40. [quote who="Heavenfall" reply="134" id="2872997"]Thanks for the post Derek. Follow-up question. When we use the gamemodifier DefendableDamage, does the game randomize that damage like it would a no
[quote who="Heavenfall" reply="126" id="2872839"]Can you throw some numbers our way as to how damage vs armor works in 1.19? That knowledge is needed for mods, and for the hardcore players. #52 is extremely vague. Let's say a unit with 12 warriors inside, wearing lord hammers (40 att) are attacking an enemy with 30 armor. What rolls are performed?[/quote] Lets say the warriors are level 3, that gives them an accuracy of 24. Lets say the enemy has a dodge of 12.
How do you make a great game? Take everyone's great ideas, put them together and it will be great! Wouldn't it be wonderful if it worked like that. But it doesn't, it's not even close. I like to think of it like cooking. You can't cook by putting all the things together that you like. Putting all the things everyone likes together would be even worse. One guy wants cake, another wants pizza, another wants a steak. Throw them in a blender and..
[quote who="LightofAbraxas" reply="1" id="2872089"]This is just unbelievable. I truly hope that you get the xml tweaks you're looking for.[/quote] Me too!
That is definitely one of Brad's strengths that I will never be able to outperform. The real amazing part is how fast he types out huge pages of completely coherent text. I write a few paragraphs, then go back and edit for a few passes. After pass 3 or 4 it begins to resemble English. Brad is a machine.
[quote who="SinVraal" reply="111" id="2871827"]I know what achievements are, but what does 46 mean exactly? Where can I enable auto-login?[/quote] You cant yet. With 1.19 you will have the option.
[quote who="Werewindlefr" reply="1" id="2870305"]I'm going to investigate this ASAP (Martin Luther King days helps), but I was wondering: wouldn't it be more simple to make some change to the Attack vs. Damage formula ? For a simple formula, would this be too complicated to implement ? I've seen an example of such a formula that would probably give decent results with minimal changes to the rest of the game, or so it seems.[/quote] It's both. We can adjust the formula to make it
We are digging into Armor for 1.2. We will be going over armor values but we also wanted players to let us know if they are seeing high defense creatures and such out in the world. To the point where the creatures defense is so high that they cant be injured. Please snap a screenshot (or even better a save) from games where you come across enemies that need their defense lowered.
[quote who="kenata" reply="85" id="2869593"]Anyone notice that the AI is not using defensive class spells in tactical combat. I recently made a custom monster with two different defensive skills, but it did not use either of them in the 15+ rounds of combat I had run through.[/quote] there was definitely a problem with the AI casting spells in tactical combat that is fixed in this version (#27 in the list). It's not that the AI simply couldn't cast spells in tactical before, but
[quote who="Ratatosk7" reply="51" id="2867340"] Known Issues There is currently no way to target a unit in an army for a strategic spell (without breaking him out of that army, which is a pain). Has this been fixed? I remember hearing that work on this got pushed back from 1.1.[/quote] Not yet, it's on the list.
This is great feedback and definitely appreciated. We have changes for most of these systems scheduled and without diving into all of them I wanted to let you know that it is very helpful to hear this sort of analysis as we continue to work on balance and strategy. I must admit that the game balancer part of me wants to remove sovereign customization from the game (which will never happen because it's awesome!) because of the inherent balan
With the changes over the past few months I thought you folks might like to know everyone’s roles on Fallen Enchantress. Names and roles are listed below in no particular order. This list isn’t comprehensive, there are a lot of hard working people in the marketing, business dev, audio, IT and publishing areas that aren’t covered. It also isn’t intended to be taken too seriously. Many of the people also work on other tasks and aren’t as str
[quote who="Dsraider" reply="21" id="2866325"]Doesn't really seem like a beta patch. No new features just fixes, so why not upgrade... Great work though.[/quote] Stability testing, and we will want feedback on the AI changes.
[quote who="TheProgress" reply="16" id="2866255"] Quoting Derek Paxton, reply 8 Yes, this is the 1.2 beta. If this is the beta for 1.2, what are the big focusing points for the 1.2 patch? Is it all fixes or are there new additions / overhauls?[/quote] 1.2 is about UI, AI and bug fixes. It is not a feature patch (at least not on the big level for things like Global Mana and changing to a Population economy).
Yes, this is the 1.2 beta.
*** 1.19 is a public beta *** *** 1.19 was released on 1/27/2011 *** Changes 1. Fixed memory leaks. 2. Reduced memory consumption (especially in the late game) by releasing unneeded textures instead of retaining them indefinitely. 3. Raze city no longer requires a tech and is available right off the bat for all of your cities. 4. Prestige penalty for multiple cities has been broken out in the Other category on the
Yes, I am planning to release the spreadsheet with Fallen Enchantress.
Design is my favorite part of the development cycle. I enjoy the iteration (polish) phase, implementation is less fun for me (because I’m maintaining the schedule and making sure everything is moving in the right direction, not actually making cool stuff). Lockdown is no fun at all. But design is the best.
[quote quoting="post"] AI starts game. AI builds city. AI builds peon. Game over - never enough resources to build a farm. Any variations of the above are possible. The AI doesn't prioritize building a workshop as early as possible. It is up to chance if the sovereign will find materials in goodiehuts or not (large chance they won't). With no materials production, the game is over.[/quote] I don't understand what you mean by this. A workshop doesn't require mate
[quote who="Alstein" reply="17" id="2861464"]I see Brad as more of a Frank Wren Braves type then doing the Sox/Yankees open checkbook. Getting Kael is like getting Dan Uggla for an overhyped though lovable modern Jose Oquendo and a disposable LOOGY.[/quote] I had to have Jon translate this for me since I don't know anything about baseball. But we still aren't sure if this is a compliment or an insult.
[quote who="DrAtomic1" reply="29" id="2861562"] True but with Brads build, it certainly had an OFPGAF (ow fuck please go away factor) when they wandered near your freshly build not yet defended village. I actually lost 2 games due to loosing cities to monsters early in the game with Brads build.[/quote] When we get a monster frequency slider in the game options you will be able to decide how tough you want the monster to be. But we don't want the general player to be wiped
[quote who="Alstein" reply="27" id="2861552"] You disabled the high level monsters? I think that's a little overkill. What was needed was a delay in them, that's all. [/quote] What was added in 1.1d and we removed is that instead of waiting for level 5 monsters to spawn a level 5 monster (like a corpse spider) the game could spawn a level 1 version of a corpse spider at spawn level 1. Which is an interesting idea but the base stats of the monsters are
[quote who="Werewindlefr" reply="24" id="2861490"]How much better than 1.1d will it be, AI-wise ? What can we expect ?[/quote] It's the public version of 1.1d with resources tuned down a little and the higher level monsters disabled. When we got back from vacation this week we started testing Brad's patch, verified it was good for public consumption and decided to push it public (instead of waiting to include it with 1.2).
[quote who="Heavenfall" reply="10" id="2861047"]As a modder, it would be hugely beneficial if we could actually determine the exact amount of spawns on a map, outside the current random placement. A problem right now is that if we introduce new resources on the map, they actually bump the old ones out. You have the rarity tag right now, but I think a second tag would be useful, such as... or whatever. Then we could put a number in which it determined how oft