Frogboy Frogboy

War of Magic: v1.3 running log

War of Magic: v1.3 running log

Next week we plan to release Elemental: War of Magic v1.2 which is largely a rewrite of how War of Magic deals with memory.  So the change log in v1.2 isn’t that long but involves a lot of work.

v1.3, which mostly gameplay, will begin its journey immediately following.

Follow this blog for a status report of where things are.

 

War of Magic v1.3: Changes Implemented

  • Base HP lowered from 10 to 2 for trained units.
  • Minimum trained unit group size changed from 1 to 4.
  • Base map movement speed increased.
  • World Difficulty will set the default difficulty of the AI players
  • When a sovereign dies, its faction is inherited by the player with the best relationship with them.
  • Improvements that can repeatedbly be built (studies, workshops) use increasing numbers of citizens
  • Tile limit per city level reimplemented with housing no longer using up tiles (so you never get "stuck")
  • Random Events
  • Notable locations no longer require a tech level
  • Quests no longer require a tech level
  • Champions are now rare to find on their own
  • New notable locations added
  • Low level notable locations more likely to provide equipment
  • Harbors (sea faring techs) eliminated until further notice
  • Special buildings no longer required to special units (but they'll be helpful)

War of Magic v1.3: To-Do

  • Champions will offer to join you automatically when your faction meets certain milestones
  • Minor Factions are going to go bye-bye until they can be loved more by us
  • Tactical battles: AI re-design
  • Major AI updates to general strategic areas (unit design, city management, unit and army movement)

War of Magic v1.4: Tentative To-Do

  • New Setup option: Notable Location frequency 
  • New Setup option: Random Events [enabled][disabled
  • World Generation will now place exotic things far away from starting points.
  • Clairvoyance (Channelers can cast spells from remote but the cost is based on the distance
  • New Random Events

More to come. Stay tuned. List will grow and shrink and change over time as we determine schedule as well as make adjustments.

LAST UPDATE: 5/29

v1.4 is a tentative build as the Fallen Enchantress beta will likely start after v1.3 is released but before v1.4. So we'll have to see what the demand for v1.4 is since virtually everyone who has War of Magic will be getting Fallen Enchantress.

428,457 views 271 replies
Reply #176 Top

whats with 1.2 WoM? it should be out 2 weeks ago if i read the first post right. Is any new word out for a timeframe?

Reply #177 Top

Well, umm....yea.  I think that the longer that Kael has worked on fixing WoM, the more and more problems he has found. 

Reply #178 Top

that's what happens when developers have a good nose for bugs and other problems, it takes longer to release a patch. As has been stated before... I'd rather have as many bugs and problems squashed before they release it.

Reply #179 Top

Speaking of that, it has been an unusually long time now since an update was posted.

 

I don't believe Kael works on WoM though. It's all FE for him.

Reply #180 Top

Kael does what I tell him to do!  Or else!

Reply #181 Top

Ok then...where's your pony?

 

Reply #182 Top

Yea..Kael!  Pony now, Kael!  Or else!  Or fucking Else, Kael!  Don't make me "or else" your ass!

Reply #183 Top

So...1.2 comes out in the next days. And 1.3 will be mostly a feature patch, right?

War of Magic v1.3: Changes Implemented

  • Base HP lowered from 10 to 2 for trained units.
  • Minimum trained unit group size changed from 1 to 4.
  • Base map movement speed increased.
  • World Difficulty will set the default difficulty of the AI players

War of Magic v1.3: To-Do

  • New Setup option: Notable Location frequency
  • New Setup option: Random Events [enabled][disabled]
  • Minor Factions are going to go bye-bye until they can be loved more by us
  • Notable locations will no longer require a tech level
  • Quests will no longer require a tech level (though that doesn’t mean high end quests will be showing up early)
  • World Generation will now place exotic things far away from starting points.
  • Random Events
  • A lot more missile weapons
  • Death of a sovereign will cause the rest of the faction to go over to the faction with the best dynasty connections
  • Tactical battles: AI re-design
  • Magic tech: Clairvoyance (allows remote channeler to cast spells into a battle)
  • Tactical battles: Casting time on spells. 
  • Tactical battles: Morale reintroduced
  • Tactical battles: Auto-Resolve has both sides fought by AI
  • Instant battle: Does auto-resolve code but really fast (off screen)
  • Missile weapons won't require a special building
  • No special building requirements to train special unit types

 

Are these all points for the patch 1.3 or can i hope for more? :)

Reply #184 Top

most likely there will be more things listed once the patches get released. They only give us so much to drool over, if they gave us anymore we'd likely turn into this guy.

 

Reply #185 Top

Quoting Lantros, reply 183
So...1.2 comes out in the next days. And 1.3 will be mostly a feature patch, right?




War of Magic v1.3: Changes Implemented


Base HP lowered from 10 to 2 for trained units.
Minimum trained unit group size changed from 1 to 4.
Base map movement speed increased.
World Difficulty will set the default difficulty of the AI players

War of Magic v1.3: To-Do


New Setup option: Notable Location frequency
New Setup option: Random Events [enabled][disabled]
Minor Factions are going to go bye-bye until they can be loved more by us
Notable locations will no longer require a tech level
Quests will no longer require a tech level (though that doesn’t mean high end quests will be showing up early)
World Generation will now place exotic things far away from starting points.
Random Events
A lot more missile weapons
Death of a sovereign will cause the rest of the faction to go over to the faction with the best dynasty connections
Tactical battles: AI re-design
Magic tech: Clairvoyance (allows remote channeler to cast spells into a battle)
Tactical battles: Casting time on spells. 
Tactical battles: Morale reintroduced
Tactical battles: Auto-Resolve has both sides fought by AI
Instant battle: Does auto-resolve code but really fast (off screen)
Missile weapons won't require a special building
No special building requirements to train special unit types

 

Are these all points for the patch 1.3 or can i hope for more?

 

1.3 is purely about features. And I don't expect 1.3 to be the end of the line. Just depends on what people want.  Fallen Enchantress, I confess, is a lot better overall than War of Magic. But it is also more focused. So War of Magic will never ever be nearly as polished as Fallen Enchantress will be but for those who don't care about that but want to see things added to WOM that won't fit in FE we will continue to discuss that.

 

Reply #186 Top

There's also the fact that things that are brought into FE as you've said might actually bleed over and find it's way into WOM. If I recall you made some posts about that Brad.

Reply #187 Top

Version 1.3 / 1.4 wishlist:

AI. AI. Tactical Battle polish. AI.

Reply #188 Top

I

Quoting TheProgress, reply 187
Version 1.3 / 1.4 wishlist:

AI. AI. Tactical Battle polish. AI.

I 2nd this & add minor factions at some point

 

ooh.. and maybe militias for city defence

 

 

 

Reply #189 Top

1.3 is purely about features. And I don't expect 1.3 to be the end of the line. Just depends on what people want.  Fallen Enchantress, I confess, is a lot better overall than War of Magic. But it is also more focused. So War of Magic will never ever be nearly as polished as Fallen Enchantress will be but for those who don't care about that but want to see things added to WOM that won't fit in FE we will continue to discuss that.

 

Isn´t it possible to put good things from FE into WoM? Overall, you sound a little bit frustrated with WoM?

 

Edit/

I mean, where is all the "we will make sure this game will reach his potential" enthusiasm. Or is it so, that you think after 1.3 there isn´t much that can be done? (realisticaly) 

Your statement sounds more like "Forget WoM and wait for FE"...

Reply #190 Top

Brad, I think if some good ideas come up in FE that could work in WoM without too much trouble, then I think it would be a good idea to put them in WoM.  Then that would prove that you still want to make the game the best it can be given the circumstances.  Sure, it won't be ever as focussed and well-planned as FE, but don't give up on good FE ideas, if they could be put to good use in WoM! =)

Best regards,
Steven.

Reply #191 Top

Morale

1. Better trained units should have higher morale than lesser trained units.

  • Example: Untrained - Morale 20, Experienced - Morale 50. Veteran - Morale 80, Elite - Morale 100
  • Perhaps, units morale rating should increase after every battle
  • Example: Peasant Unit starts with a morale rating of 20, after 10 battles their morale rating is 40. (increasing by 2 after each battle).

2. Morale checks should be triggered by rear attacks

R=Rear, F=Flank, <=Front

RF<
Rx<
RF<

3. Morale checks on all friendly units should trigger if a Sovereign or Hero flees the battle field.

4. Heros should be able to use an action to rally broken units.

  • Perhaps, allow only Sovereign and warrior, adventurer hero units to rally troops (i.e. merchant heros and sages cannot rally troops).
  • Perhaps, Charisma rating affects chance to rally troops with broken morale

5. Would like to see a fear spell that can trigger a morale check.

6. Would like to see a creature or two that radiate fear.

  • An untrained peasant attacking such a creature is likely to fail their morale check, while a veteran soldier has a higher chance of making its morale check and attacking the creature.

7. Two stages of broken morale

  • If a unit fails its morale check it becomes shaken and does not move,
  • If a shaken unit fails its morale check it becomes broken and flees the battlefield
Reply #192 Top

BRAD!  UPDATE THIS THREAD! PLEASE!

 

 

I can't remember who is in charge of the 1.3 update, so I am just going to yell for Brad to update this. And I did it in big, bold red letters, cause this shit is serious!

Reply #194 Top

Yea, I mean the OP.  I am soooo wanting this game to work (Run & Fun).  And it's ran well for me for awhile, so I am waiting for the fun.  1.1 was fun for a short time, but with quest being meaningless, factions being generic, and combat and gear being unbalanced, the fun didn't last.

Just thought of something.  This is important.  A big problem with this game is armies looking generic.  Maybe if they wore tunics (like the guild ones in WoW with the nations flag on it and colors, along with having the coat of arms on their shields, it would go a long way to faction differential.  Not near as cool as each faction having their own armor style, but seems like a lot easier way of doing it.  And I want SOMEHTHING done.

Reply #195 Top

Yea, I mean the OP.  I am soooo wanting this game to work (Run & Fun).  And it's ran well for me for awhile, so I am waiting for the fun.  1.1 was fun for a short time, but with quest being meaningless, factions being generic, and combat and gear being unbalanced, the fun didn't last.

Exactly. And overall.... it felt everytime the same. And it wasn´t a challenge, even on ridicolous. (and i´m a fun player and no strategic freak). Its a shame, because i really like the game/the idea. I still have hopes for WoM, altough its obvious that most of the energy goes into FE. (what isn´t a bad thing overall)

 

So, asking for WoM and its future isn´t meant to offend SD. Its a player passion thing... (something like that :) can´t find the right words)

Reply #196 Top

Quoting Lord, reply 194
Yea, I mean the OP.  I am soooo wanting this game to work (Run & Fun).  And it's ran well for me for awhile, so I am waiting for the fun.  1.1 was fun for a short time, but with quest being meaningless, factions being generic, and combat and gear being unbalanced, the fun didn't last.

Just thought of something.  This is important.  A big problem with this game is armies looking generic.  Maybe if they wore tunics (like the guild ones in WoW with the nations flag on it and colors, along with having the coat of arms on their shields, it would go a long way to faction differential.  Not near as cool as each faction having their own armor style, but seems like a lot easier way of doing it.  And I want SOMEHTHING done.

Yeah, I agree. Surcoats with the factions' colors and sovereigns' coat of arms would be pretty nice.

Reply #197 Top

SD, take your time with 1.3. When you are ready for beta testers, I will be there trying to help balance the game. Until then "WITH FIRE AND SWORD"

Reply #198 Top

1. So is 1.3 going to have the long promised tactical initiative system? You been talking about this for 5-6 months.

2. Also can you please fix next problem in tactical (if there is no initiative system implemented because in that case it does not matter): Animations sometimes are a bit long (especially when casting spells) so while it is running I would click on the next guys I want to attack with and he would get selected. As soon as I can I would click with him on the target but the game would sometimes change the selected unit by itself instead of staying on the one I selected (probably cycling selected units in some predetermined order). So either do not let us select units out of their turn (or during animations) or when we do click on a unit never allow the game to override players choice. This problem has been around forever and is still present in 1.2. And it is one of the major things that make me hate each combat encounter.

 

Reply #199 Top

So when does the 1.3 beta start?

Reply #200 Top


War of Magic v1.3: Changes Implemented

Base HP lowered from 10 to 2 for trained units.
Minimum trained unit group size changed from 1 to 4.

In my humble opinion that's not a good idea. It feeels really good to discover almost everything at the begining of the game. I understand why you do it. The purpose is to speed up things a bit. But instead of starting with a group of 4, why don't you make the tech to train a group of 4 a very cheap tech? That way, players could have it since very early, without having to wait 20 turns or more to research it, but still have to research it.

Iy's like Civ4 (the last good Civ). I am sure you have played it. In that game, EVERYTHING has to be researched. Including very very basic techs, like the ability to work sea tiles, the ability to build roads. Some civs already start with the tech to work sea tiles, other start with the tech to build roads, and you could do the same in E:WoM. Some kingdoms or empires know the tech to create squads since the begining, others know the tech about how to work farms, and so on.

There is also a game called GalCiv2 (I think you know it ;) ) in which the player even needs to research a very cheap tech before being able to talk with other players. And that also feels good.

So, sumarizing, I thing that having to discover everything (or almost everything) since the begining is a very interesting thing in gameplay terms. You just need to tune down the research points required for the first levels. Imagine, the first level may require only 10 research points, or even 5, but be formed by very basic techs:

- Squads (To train groups of 4 units)
- Basic diplomacy (To be able to talk with other players)
- Magic research (To be able to research magic spells)
- Weaponry (To be able to use weapons)
- Colonies (To be able to train pioneers)
- Farming (To be able to use farmlands)
- Researching (To be able to build research facilities)
- Exploring (To build wanderers)
- Dinasty (To be able to marry your sovereign)

To help starting things up, the Palace in the capital city would provide 1 research point. So at the begining right after founding the first city, you start researching at the rate of 1 research point (enough to research all those first levels that require only 5 research points and maybe also the second levels requiring 10 research points).

This also would help customizing factions, because when creating a custom faction (or sovereign) players could choose techs from the first level or maybe the two first levels.

Death of a sovereign will cause the rest of the faction to go over to the faction with the best dynasty connections

What about allowing each city in the empire to choose its loyalty? Sometimes two nations will be very close friends, and all cities will go to the allied nations. Some other times no clear ally will exist, and each city will choose who to join.

No special building requirements to train special unit types

Do you really think it's a good idea? In my opinion, that's one of the features that work best in Age of Wonders, and also here in E:WoM