Yeah, the big thing we're going for in 1.1, magic wise, is to make sure spell options available are interesting, unique, and have little overlap, with the unterstanding that spells will being added throughout the process (read: the magic system will never stagnate). If the 75 spells in the final v1.1 are balanced, unique, and feel like they have a strategic use, I feel we've hit our goal (with loftier goals already being plotted for future patches).
ScottTykoski
[quote]And, again, no spells which need multiple spellbooks.[/quote] Yeah, we had talked about reintroducing multiple shards for certain spells, but 1.1 is really about stripping back a lot of the fat that's built up and making the core as lean/solid as possible. We can discuss it once the beta is in everyones hands. [quote]I do not want to HAVE to point these things out but apparently others do not mind and their QA did not check it, or their QA did check it and does is not aware how
[quote]I'd imagine this part of the 1.1 beta will need plenty of bug hunting[/quote] It will, though we did push it back a week to weed out the most glaring issues (though new effects, paintings, and icons are all forthcoming). What I'd love to see is the modders kick around the new GameModifiers and various tags added to extend spell functionality. If we've added a feature where, with relative ease, we can make it considerably more useful to modders, I'll be happy to get it i
Since launch, one of the major complaints about Elemental: War of Magic was that the last bit of our title (the "Magic" part) was found to be...lacking (to put it gently). Global mana addresses areas of cheese, but without a significant overhaul to the Spellbooks and Spells you’re casting, that side of the game would still feel weak. We’ve taken the following steps to rectify this in 1.1.... 1. Spellbook Re-evaluation: There were several problems with the way
[quote]Based on Elemental's launch and what we know about what happened, more game designers aren't really needed...[/quote] To be honest, that's EXACTLY what the team needs...1-2 people who focus on NOTHING but design (with the added benifit of Derek being a kick-ass manager). The major problems arose from everyone on the team trying to wear too many 'hats', and since we all wore the 'design' hat, you ended up with a game where the individual peices didn't gel. With Derek and Toby in c
[quote]I knew I wasn't crazy. Boogie say antying about her boobs?[/quote] We actually did have the 'boob' conversation...I think we ended on 'not whorish, but show a little skin' :)
Naw, not THAT long :) You'll will be testing 1.1 soon enough, but we definatly want to get a few more improvements in beforehand.
[quote]are we getting 1.1 beta today ?[/quote] I'm afraid not...I think Toby will be detailing the official changes but, with Derek now on the team to help re-design, we determined some aspects of the plan didn't flow with what we wanted to reach in Fallen Enchantress. The new 1.1 roadmap puts us on the proper course and lays some solid groundwork for the first expansion.
[quote]Once that hut popped, however, I was forced to change the status quo: Procipinee had something I wanted.[/quote] Nice...these are the little diamonds in the rough that I like to hear about. So perhaps revisit the spawning of objects so that some low % show up in foreign territory, just fingertips away from your grasp....perhaps even have an advisor popup to make a note of the situation. Anyways, just rambling. :) thanks again for everyones continuing feedback!
Next update will probably be the 1.1 beta...too many deep code changes at this point to do a hotfix, I'm afraid :(
Yeah, looks the unit that started the quest wasn't being properly saved...while most quests didn't make use of it, the ones that did (Sarog's Egg, for example) would get messed up if the loaded game had those quests started. All fixed for the next update!
Looks like these comments about line up with what we're thinking internally...thanks for the feedback, guys! [quote]I'm a little frustrated by this post and feel the need to speak...[/quote] Absolutly...we understand EVERYONES frustration, but the situation is-what-it-is, unfortunatly, and this post is 100% about having a solid view on what folks like vs what they don't (and we have the 'what they don't' lists). Next week Derek will be joining us to solidify our direction
Found what seems to be the issue...fixing now!
[quote]I like the passion of the developers and the fact that they participate to the forum and listen to suggestions.[/quote] I like this one - even if it is Black-Knight just smooth talking his way to getting a pet feature pushed through. ;) All in all very insightful...keep em coming :)
p22: Thanks for this list...we fixed these a while ago for the next update, and thought I had properly responded :)
One of the things people like about our office is the hallway-long whiteboard wall that the games team uses for a variety of purposes. Right now there are several to-do lists for 1.1 and beyond, a rundown of sales for our various titles, and a HUGE ‘wish list’ of Elemental features/tweaks players and press have requested. In fact, we’ve switched from writing the suggestions down and now simply print out feedback lists and tape them to the wall. My request today is in
This is a really random and strange but that we've seen but haven't been able to reliably reproduce...any specifics on how the placement went down (as asked by kryo) would be appreciated :) Thanks!
Horray - good news FTW! Glad to hear we're making positive headway...thanks Istari!
We're looking into ways to make it more obvious that the DLC is there, but for now it's luck of the draw I'm afraid :) So 'good luck'!
[quote]BUT we have a re-occuring issue with the bows 100% missing the same as a month ago[/quote] DId you get to reply to that other post you made in support about the issue? Looking in code at your saved game, it was looking like the bows being used had been modded. We tested the campaign with core data and the bows were hitting as designed. [quote]I am having the exact same thing as Vokac[/quote] Silly question but, did you get to reboot yet? Anytime I see font issues it seems
[quote] If you have over 25 crystals in stock the event will trigger when you end your turn. Thanks for a thoughtful fix![/quote] Awesome!!! Great to hear! :)
I figure there's a 96.7% chance that you'll find something else to bitch about :)
OK, hotfix is live for anyone that wants to play on custom maps [e digicons]:waaaa:[/e] Have a great weekend, guys!
Sorry, fixed internally...we're testing the staged version right now.
Thanks for the feeedback Kardio! We'll keep plugging away ;) [quote]so I can instantly see ALL undeveloped special tiles that are withing my area of influence with red ! again. It should stay on until the tiles are developed or until I toggle it off. [/quote] Really like this one, btw.