Interesting that so many people are negative about this document, I think the direction they've taken is great. I really am looking forward to it. I played MoM as much as anyone, and I think that this is a case where people are remembering it being better than it really was (at least in terms of the spells) ... I think that the mix of magic that has been shown is really very good, and varied. Of course there is always room for more spells, but for the most part
Murteas
Derek, Thanks for the journal and info on magic. If nothing else, I think you could say that there is still a very interested community surrounding this game, even if we tend to get a little over-zealous in analyzing every stitch of information that you guys give us. Spells look like a great improvement over what is in WoM. I am looking forward to trying them out in the beta. What makes me even more excited is the possibilities
I hope so. I love having a "level playing field" with the AI. I realize that it does not make for a fun/challenging game all the time, but one of the things I've really enjoyed about Brad's AI design philosophy is that the computer plays by the same rules as the player. I guess I'll wait for the AI dev diary for FE to really see what is going to happen.
Doesn't that seem like a huge hole in the AI? How would you compensate for such a disadvantage, or is the simple fact that it is not ever worth it to go on quests? (Hurry, we need a cost/benefit analysis here! :) )
A question that I've always wondered, but never felt I heard the answer. How does the AI handle the in game quests? Are they able to take quests and evaluate the benefits of taking a quest versus the risk? Will E:FE have ai that will be able to handle user created quests? How do you value quests over/under other actions, or do certain AI personalities prefer quests, and others prefer staying at home?
I'd love to see siege battles. I think it brings a sense of magnitude and grandeur to certain battles.
So is there a waiting list to start the next game? I'd love to get involved with the game. I have it, but never have played MP, so I would consider myself a newbie. :)
These updates are great! I really like the direction that FE is going. The ui updates are looking good. I like the trait system, and I too hope that we can have many really impactful traits that actually change the way you use those soldiers. There was a comment above about ensuring that weapons don't get obsolete but instead have a different purpose. I definitely agree with that, as I would like to ha
Assuming the modding support is still there, the community should be able to create interesting champions to populate the world as well. Sounds great!
Just coming back after a few months away from computer games. I really like the changes in this beta series. The game get more and more compelling. I really like the change to larger initial units, but it does take forever to get them. I actually chose to get a guardian unit in my first city at level up because I needed the protection. I ended up with a squad of spiders, which I used to scout and protect, so that was cool. I'd
I like the game, and I feel that it is easy to get into groups. Makes it simple for me, where I usually just solo, but there is no real reason to only solo any more as it really is simple to get some help. In any case, it is not that involved, just a quick jump in and destroy everything sort of game, but it is fun.
Interesting...that might be something that I could look at doing. We would have to change the description of the spell and "justify" the movement somehow.
[quote who="joeball123" reply="295" id="2933609"]If you're still having trouble with the Sheltering Hands spell, is there any way to force the target to cast a spell (since casting a spell uses up all of the action points, and all you would need is some sort of dummy spell that does nothing, and your target would not take any actions this turn, and you already have the no action next turn part of it)?[/quote] Unfortunately, no there is no way to force a spell to go
Ok, I've posted the latest beta I could find MG_Beta_A2.zip as version .40 of Murteas_Grimoire in the OP. If there is a different version that I should be posting let me know. Thank you guys for continuing the great work. I wish I could have had more time to mod and make this even better. I really haven't dropped the game, I just haven't played any games for about 3 months, I am hoping to play with 1.2 soon, and o
Wow. I have had to take a break from all computer gaming for the last several months, and I am looking forward to starting up again in the summer when I get a bit more time (I hope). This looks great. I really like the idea in the wildlands, and the possibility of us modding in our own is outstanding. I really feel that alone will be a big win for the game. Question: Will the map be randomly generated or will there be templates that land will be gene
Agree on the tactical battle changes. I look forward to them the most (although I am a sucker for animation/3d art goodies). I love Ani-mondays.. Thanks!
This is great news. Really looking forward to seeing this in action. Um...when will that be again? Release date is Summer 2011, are we still looking towards that timeframe? :)
Just a quick drop in to say hi and see how things are going. I like the effect for missile magog. It'll be nice to get rid of the rainbow color test particle. :) I haven't had a chance to play in 1 1/2 weeks, if I get a chance I'll look at the self targeting stuff and see if anything got changed. Keep up the good work! <a id="ctl00__Content__RepeaterReplies_ctl21__LinkUser" class="hand" title="Click us
Hey guys... bad news - I am going to have to step away from the modding scene for a bit to catch up with RL job and family stuff. All the mod stuff is in the latest beta zip file. I don't want to abandon the mod, but I know that I am not going to have time for it for a little while at least a few weeks. I will try to check on progress and offer help as soon as I am able. Sorry! :(
You'll notice I modified the fire spell to affect a radius, that is to make up for some of the stuff I had to drop. Just FYI - Development will be slow again for a bit, as someone at work just quit and I am picking up his development work. Fun, fun!
New Beta available: http://dl.dropbox.com/u/12727985/MG_Beta.zip Has the caster version of Hands, and a introductory version of ring of fire (with the new tile). Enjoy
I am at a conference this week, and I haven't had a lot of time to play with the code. I will get back to it as soon as I can. So Cast on Self, and reduce to 2 turns or leave at 3, and still want 3 HP / turn? +10 Def + 5 Resistance & lose turn during the spell's duration.
impinc, Wow! You've done a great job with this. I've got so much to play with the next time I actually play instead of modding.
So I talked with Cari on chat, and she said there is no way to set AP to 0. :( So I think we'll have to put sheltering hands on hold or change the immobilize portion of it (or change it to cast on self only which will work). John, I'll take a look at the spell. I love carrots. :) Thanks!
Quick update: Sheltering Hands is driving me crazy. Ok that is it for now. Bye... J/K - so I have the spell working for the most part. The only thing that is not working is that when you cast it on someone other than yourself, they still can take any remaining actions in this round (the next round they have no actions as expected). so the lame thing is that they can move away from the hands, and still gain the effects the foll