DerekPaxton DerekPaxton

Fallen Enchantress 0.98 Changelog

Fallen Enchantress 0.98 Changelog

 

 

 

Features

Added a bunch of new random events like "Return of the Titans", "The Lost Protector", "The Syndicate Responds", "Unearthed Treasures" and many more

Air Elementals and Crow Demons can fly (ie: they can pass over all terrain), a rare event may allow a player to gain this ability

If you fail a battle in a quest the monsters remain in that tile and you can return later to reattempt killing them and progress the quest

New Choose World and Choose Opponents screens with new options

Added the Governor's Office improvement- Town only, improves the production per material in all cities

Added the Despair spell (drains life from all enemies)

Added the Delin's Breath spell (shoots a fireball at all enemies)

Added the Coal Stones spell (shoots a lance of fire at all enemies)

Added the Propaganda city enchantment spell (air spell, increases gildar in the city)

Added the Oppresision city enchantment spell (death spell, reduces unrest)

Added 12 new achievements (winning with the different victory types, defeating various unique creatures, etc)

SpawnMonster's game modifier can now specify what groupingtype a given unit comes in (so an encounter can now specify a group of monsters)

ChangeWorld game modifier added that allows anything that uses a map based game modifier to change anything in elementaldefs.xml

ChangeMovementType game modifier added that allows things to change a unit's movement class (such as to flying)

Units given to player via a quest or event can now be given their own names (Like "Bob") instead of it having the unit type's display name.

The GiveItem modifier can now override the name of the item and the description.

Added the Summon Abomination spell (quest unlock)

Added the Titan's Imp spell (quest unlock)

Added a game option to disable moving in the tile in tactical combat (if its selected units won't move to the edge of the itle and back to attack/defend)

Added Prior and Next buttons to the build and train windows so you can jump through your cities from those menus.

The city levelup window shows the cities stats so you can make a more informed decision when picking your improvement.

All new tile designs for each of the city types at each level

Lots of new tactical arenas for quests (dungeons, temples, ruins, etc)

 

Fixes

Fixed an issue where units couldn’t be killed on the strategic map (if, for example, you did enough damage through a strategic spell)

Fixed an issue where you could pull up the WoM lorebook when you clicked on resources

Fixed bug where objects that were exposed but under fog were not being displayed on map after loading a saved game

Fixed crashes

Sacrifice now correctly gives 1 mana per population lost

Wall of Fire is now correctly listed as a city spell

Fixed an issue where hitting the space bar with your unit selected would not go to the next unit

On start of new turn, game will select the first available unit if possible

Fixed bug that caused stackable spells to not be able to be cast on a city (they don't care about essence)

A unit on auto pilot will now cancel their destination if they come within range of a threat

Fixed animation bug that caused monsters to run in place

Fixed the True Strike ability

Fixed a bug with the Impulsive trait and tactical battles, wherein the initiative list would display wrongly for the first turn of impulsive units.

Fixed a bug where rearranging the build queue could allow you to rush things at the old items cost

Fixed bug where improvements with player-wide modifiers (such as modifying faction-wide unrest with the prison) applied those modifiers twice on completing construction

Fixed bug where, when ZOC ownership changed and a life/death shrine was destroyed, the shard it was built on top of did not flip

Fixed a bug where pedestrians were shown on city walls under FoW

Fixed a bug where particle effects were showing up under the FoW

Removed gear from units in the Trade Proposal Window

Fixed an issue causing the health bars in tactical to not update

Fixed an issue with missing icons for empty lots

Fixed the Lucky faction ability

Fixed an issue with the Palace and Black Market medallions

Population tooltip won’t show an overflow number when growth has stopped (instead it says “Lack of food is preventing growth”)

Fixed bug where you could double-click a tactical spell entry in the spellbook in strategic mode and be allowed to cast the spell

Fixed an issue allowing all ai players to train Ironeer Pilgrims

Added a minimum cost to rush production to 25 (you can no long rush and get money back)

Fixed the icon for the Garrote Lair

Fixed some obsolete intro text on custom sovereigns

Fixed the Blacksmith

Removed references the finding "magical" items when the random item rolled may not be magical

Fixed an animation blend issue when zooming to cloth map mode (the infamous mire skath proctologist issue)

 

Balance

Increased the dodge bonus on the cloak of shadows, darkling cloak, dancing boots and cloak of the night

Throwing knives require weaponry instead of weaponsmithing

Meditation spell is available to all sovereigns

Nerfed Obsession

Increased the attack on the Sindarian Staff and placed it on Weaponry

Arcane Weaponry requires Weapons of War

Arcane Armor requires Heavy Armor

Dark Wizards can cast Despair

Titan's can cast Delin's Breath and Despair

Wilding Shamans can cast Coal Stones

Heart of Fire's effect is reduced and made a Fire 1 spell

Sovereign's Call made into a Life 1 spell

Staff of the furnace enables the Coal Stones spell instead of Flame Dart

Raised bow damage slightly

Removed the production bonus on Mining

Removed the food and production bonus on Construction

1st level Shard shrine costs increased from 48 to 100

2nd level increased from 105 to 150

Apiary cost increased from 40 to 100

Barracks increases accuracy of units from 10 to 15 (was previously identical to training yard)

Brewery increases faction wide food benefit from 20 to 40

Butcher increases faction wide food benefit from 15 to 20

Darkling camp cost increased from 40 to 100

Asok camp increased from 88 to 120

Storm dragon camp increased from 40 to 100

Wilding camp cost increased from 40 to 100

Command post increases accuracy from 10 to 20 (10 was the same as the original training yard imp) and Training discount increased from 25% to 33% (25% was the same as the barracks)

Cost of building mines/farms increased from 40 to 100

Cost of higher level blds increased proportionately

Festival growth bonus increased from 1 to 2

Granary food benefit reduced from 60 to 40

Markets can only be constructed in towns (and no longer related to merchants)

MerchantCrossBazaar can now only be built in towns

Missionary Halls can now only be built in towns

Blocked Ogre's from being able to access eDisharmony, PlayGoblin and PentHut websites

Store house food benefit reduced from 30 to 20

Tax Offices can now only be built in towns

Tax Offices provide a 25% city income bonus

Theater faction prestige bonus increased from 2 to 4

Training Yards also now provide a 10% unit training discount

War College accuracy bonus increased from 10 to 25

War college training discount increased from 25% to 50% (was identical to barracks), training level bonus increased from 1 to 2 (was identical to command post) and Intiative to defenders increased from 2 to 4

Based production per material decreased from 6 to 5

Non contiguous unrest penalty increased from 10 to 15

Aura of Might requires earth 1

Enchanted Hammers gives +1 Material instead of +5 production per essence

Minimum cost to rush production is 25 gildar (you also can't get money back from rushing)

Rebalanced armor (made it weaker)

Increased the damage of high tier weapons slightly

Stoneskin reduced from 6+3 to 4+2

Strike Garrison becomes a level 3 fortress upgrade instead of level 4

Gallows becomes a level 4 fortress upgrade instead of level 3

Gallows negates the unrest penalty on production instead of reducing unrest by 10%

Watchtower provides the defending city with a free catapult

Infirmary improves growth by 1 instead of 0.5

Moved the Slave Pen and the Labor Guild to Logistics

Removed the Guilds tech (wasn't worth having a single 1 per faction improvement on it)

Reduced the Minimum turns to Construct or Train from 3 to 1

Reduced the research cost of construction

Switched the Guild Grocer from +1 hp per grain for units trained in that city to +10% hit points for all of your units

 

 

AI

Added IsTargetWorthy xml defined checks to spells for the AI.  So we (and modders) can define conditions where the AI won't want to cast a spell (ie: don’t cure a unit with less than 5 defense, don’t haste a unit with less than 10 hp, etc)

Modified the algorithms the AI uses with pioneers -- THANK YOU to players on the forums who post detailed AI analysis. Keep doing it please!

Changed the way units evaluate whether to target enemies based on whether enemy appears to be going after a city (AI units previously didn't generally attack an enemy unless they thought they could win or if they were part of a larger army group. This led to situations where a player could send a powerful army into the heart of enemy territory with AI units just standing around, afraid to attack rather than sacrificing themselves to wear down the player's mega stack) -- again, thank you forum users!

Fixed a monster AI bug where the monster AI player didn't "see" that a monster had units until the FOW code had activated it. This caused Lair monsters to just sit there sometimes until they entered a unit's FOW (player or AI).  Now, "hidden" monsters will do stuff off screen. Another report from the forums.

Monster behavior now depends on their intelligence

Intelligent monsters more likely to attack and destroy pioneer improvements

World difficulty affects likelyhood of monsters attacking pioneer outposts

Monsters more likely to target unescorted pioneers

AI more picky about whose equipment they upgrade

AI generally more aggressive about upgrading cities

AI beahvior when determining what to build in cities is now heavily dependent on that AI's personality (War Monger vs. Civilized, etc.)

Diplomatic relations more affected by which AI personality it has

Fixed bug that kept AI from being able to cast certain enchantments on cities

Tactical AI significantly improved (lots of new APIs to determine behavior)

AI can now "see" unit abilities that are unit buffs

Lots of AI work on the prioritization of building improvements, units, etc. (XML based work)

AI Relation Modifier changes:

Close borders relations penalty: -2 to -1
You are far away so we like that: +2 to +1
You have more diplomatic capital than I do: +2 to +1
You have a crapload more dip than I do: +3 to +2
Sheesh, get a freaking life, your dip capital is just...offensive: +4 to +3
You're bribing me with money: +3 to +1

AI diplomatic relations now more sophisticated, uses more AI personality traits

Changed selection behavior to not automatically select units that have a destination

Fixed an issue keeping monsters from casting spells

AI will use strategic offensive spells against units

Attempt to fix issue where the AI will offer you tribute but the title of the dialog says "demand tribute"

Smarter evaluations on when to ask or demand tribute

 

 

Cosmetic

New font rendering system (I know this sounds boring, but it is so awesome, everything looks so much better)

Tile Yields show up in the explored FoW (so if you find a good location to found a city you can still see it even if you don't have a unit in line of sight)

Spells support particles going out to each enemy

New city hub medallions for each city level and color themed for city type (so it's easy to look at your empire tree and see how many fortress, town, villages and conclaves you have)

Shortened the city upgrade window text (it didn’t fit for large city names)

City type is designated on the cloth map city icon

Fixed a missing icon for the Garrote lair

Updated the Hiergamenon

Fixed some spell descriptions that didn't fit on the levelup tooltip

All trainable units show up in the research tree now

Lots of new sfx

Modified camera behavior so that the camera doesn't whip away when a unit goes into battle

UI more aggressively in showing hour glass when the game gets busier

Added a unique sound effect to the City conquered report notifier

New animations for Mites

Improved the Economy Ledger window

You can now see all your treaties with a player on the foreign relations screen and that treaties remaining duration

You can see your top bar when a treaty proposal comes up so you can see how much gildar, etc you have available

Added acceleration to camera snap back to prevent camera from round house kicking players in the face

Added on hit particle effects to all weapons that do elemental damage

Cliffs don’t lip with each other anymore (those little flickering glowy bits aren't magic cheese as we had previously claimed)

 

 

 

 

 

 

130,842 views 153 replies
Reply #51 Top

Regarding the "three-turn minimum building cap", Seanw3's analysis is so "Dead-on", that it is worth repeating (at least in part - the editing is mine - I'll take the blame for that):

Quoting seanw3, reply 38

I understand the logic of a 3 turn build minimum. Such a mechanic is there to make sure that production levels don't allow one city to ever outproduce 3 cities. It's a cap on the ability to power through several improvements and become too dominant through production. I don't think a hard cap is the way to deal with this problem, nor do I think the current implementation really solves anything.   ...   

                                                                                      o  o  o  

I prefer a fine tuned production scale over a hard limit on build times so that early game improvements and weak units have a place in the endgame. I shouldn't have a city with six times the production of my early game city constructing a workshop in the same 3 turns. It causes new cities in better locations with later technologies to take far too long to become competitive with other cities. You create a situation where a 3/3/0 city can vastly outperform a 5/4/2 simply because it was built sooner. That bothers my sense of game balance.     ...   

                                                                                      o  o  o

Now, I am happy to make my own balance to my own tastes. I can even release a mod to let other people play the game how I think it should go. I realize that I am perhaps more thoughtful in my play, but the fact that I and light users like Orion are seeing eye-to-eye about this issue should be a red flag for developers. When the advanced and the novice are complaining about the same game mechanics for different reasons, it should be an easy decision.   ...

(And given the sharpness of seanw3's analysis, I won't even object to his characterization of me as a "light user" ...  :) )

In addition, I see that some other folks agree with my overall feeling that the city building queues have just become too bloody slow.   Not just slow enough to force hard choices; but so slow that they cripple some of the *FUN* that we should be having!   Arguably, the slowness of the city building queues is even causing some aspects of game-play (some kinds of strategic choices) to be neglected or abandoned altogether.  In the interests of fostering some other kinds of  balance  the lengthening (slowing) of buidling queues has created new im-balances in other areas.  I really hope the Devs will take one more look at this issue ...      :thumbsup:        

[ Edit: BTW, some more very astute comments by GFireflyE, and Tuidjy, around this subject, on the previous page!  ... Oh ... and Alstein's very solid suggestion, in Reply #41 - a simple, but significant improvement.]

Reply #52 Top

I'm pretty sure the reason for the 3 turn minimum is to balance early game things versus late game ones, not to balance high production cities. Without it you could build pretty much all the early game buildings in a single turn late game, and this would hurt city differentiation. It would also allow you to spam endless amounts of early game units.

Reply #53 Top

I'm thinking it might be there to discourage razing and maybe city spam.

 

 

Reply #54 Top

Quoting Alstein, reply 41
The thing is I think most folks would prefer 1 powerful city to out-produce 3 weak cities.

I'd like to see the minimum building time be level based, maybe level 3-4 cities cut it to 2 and level 5 cut it to 1?
 
 

interesting.

Reply #55 Top

Quoting DsRaider, reply 52
I'm pretty sure the reason for the 3 turn minimum is to balance early game things versus late game ones, not to balance high production cities. Without it you could build pretty much all the early game buildings in a single turn late game, and this would hurt city differentiation. It would also allow you to spam endless amounts of early game units.

 

The labor cost should be what balances early game buildings and late game ones. Furthermore, early game buildings that have similar labor costs to late game buildings are much better. Say we build a Lumber Camp, which costs 30 Labor and gives 2PPM (Production Per Materials). It takes 3 turns to build in a city with 100 Production. Say that you build it and are now either able to choose Lumber Yard at 100 labor and 1PPM or Workshop at 30 Labor and 2PPM. Why is a tier 2 tech more valuable than a tier 3 tech that requires a forest? Say you choose Lumber Yard anyhow. Now you are left with Workshop again at 30 Labor and 2PPM or Timber Mill at 300 Labor and 1PPM. You once again are better off with the Workshop over a tier 4 tech and forest prereq. All of these take 3 turns to build. Why are the later game options so much weaker, yet specifically balanced to take the same amount of time? And why are later tech options taking more time then they will give back to the player? We are better off taking 6 turns to get Workshop and Lumber Camp. The rest are never a good choice, since you won't see a return on the time investment for over 100 turns. Even then you will only get an extra turn or two off some really expensive improvements. Upgrading should mean more time to construct, but a bigger bonus than the lower tier options.

Early game production buildings are better than the later game options. It only barely makes sense in this case to balance with a minimum turn solution because of the extreme diminishing returns of these options. A new city can only catch up very slowly, even if on paper it should be producing twice as fast. There are too many holes in the minimum turn mechanic though. A city with low Materials will take too long to construct many production boosting improvements and receive too little from them to call it a good investment. The goal of the player should be to have the highest production possible, where each improvement will take some time, but ultimately increase the power of a city. The 3 turn minimum sets a limit on how high the player wants his production and makes many production buildings useless to both producer cities and cities of low production. This is of course focused on production improvements only, but it is the most affected set of buildings as they are interconnected with the limit.

How, I ask, would completing early game improvements in one turn late game hurt city differentiation? Cities only differentiate with regard to production times in as much as opportunity cost prevents the construction of all options. Early game improvements are not optional for cites, they are essential. You don't build a new city and forgo the Workshop. You don't upgrade to a Fortress and go straight to troop training without building the Training Yard and Barracks. These things are prerequisite in the mind of the player. Forcing each basic improvement to ignore the natural production abilities of a city forces dozens of turns on a new city before it can do what the player want it to. It is really paralyzed by the minimum turn limit. Allowing these cities to function as fast as their natural production allows them does not seem imbalanced to me. I can't understand why it would be seen as such by the devs. If you want to have more time for a city to gain power and compete with more established cities, it needs to come from higher labor costs as you upgrade improvements and more meaningful city levels. The simple fact is that in my games without the minimum turns, it still can take upwards of 40 turns (10 Years) for a city to contribute anything to my empire. More if it is geared to be a Fortress and train actual units.

As to the spamming of weak units, I believe the current mechanics are such that many weak units are not competitive with more competent units. Forcing a faction like Magnar to wait 3 turns for a slave militia is simply unconscionable. The weak versus strong balance is already such that 3 weaklings don't stand a snowball's chance in hell against a properly geared unit. Right now you rarely ever see weak units taking less than 3 turns and more powerful ones are much closer to 10. One legitimate choice the player should have is to train a weak army that is cheap to maintain and easy to rebuild. I again see no cause for the limitation.

It feels arbitrary and unnatural. It also obscures some of the core cost-benefit issues with improvements and tile yields. The 3 turn limit causes much more of a problem than anything it could ever solve. It glosses over careful control of labor costs with a sweeping generalization. I can't help but see it as a major detractor from the game as a whole.

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Reply #56 Top

Sovereign's Call made into a Life 1 spell

 

I am stern because I want the game to be really great:

 

Okay, what did you add to Death 1 to balance it with this new mega power for life mages?

Reply #57 Top

Quoting DGB246, reply 42
I also think the minimum build times is the wrong approach - I assume this was done to devalue materials in relation to grain when choosing a city site but surely the solution is to make grain more appealing e.g. greater city level up bonuses for example.

This min build time approach really hurts unit training - I often train lightly armed pleb units precisely because they are quick to train - there is now no incentive to do that. Also, why build buildings that give training time discounts when the unit is still going to take at least 3 turns?

Devs, I suggest you take another look at this.

I actually believe that Frogboy implemented the three turn minimum build time in WoM. 

I just want Derek to justify its continued existence without using the phrase "because the boss says so..." or something like it. :rolleyes:

Reply #58 Top

Quoting DsRaider, reply 52
I'm pretty sure the reason for the 3 turn minimum is to balance early game things versus late game ones, not to balance high production cities. Without it you could build pretty much all the early game buildings in a single turn late game, and this would hurt city differentiation. It would also allow you to spam endless amounts of early game units.

If this is the case, then the game really has some horrendous balance issues and atrocious AI.

Reply #59 Top

Great changes. I guess there is an option to set the level up speed in the new world options, right?

Quoting ddd888, reply 16

very bad buff at dodge

dodge is already so over the top op and a buff to it?

im playing with dodge at 25 % of vanilla and its too much even like this, but too much by a large margin

dodge need a HUGE nerf

I think dodge is currently useful IF you specialize into it and dodge will be already nerfed with the new war colleges (accuracy + 25 instead of + 10), which is a great change.

There should be a choice between armor and dodge:

- No armor: dodge + 0

- Light armor: dodge - 5

- Medium armor: dodge - 10

- Heavy armor: dodge - 15

Reply #60 Top

If these are the last features to go in, then sadly I have to say it's pretty underwhelming.

Lots of stuff missing, even considering just the UI issues and requests people have been detailing recently. For instance, personally I think the absence of a no-spells-autoresolve button (which, actually, people have been asking for for an year) is almost a deal-breaker by itself, since it forces you to do a lot of tedious and unnecessary work. I don't mean to imply that the devs should refine an UI to perfection before release, but it's not our fault if said UI started out as a complete "disaster": now it's a lot better but it's not there yet. The developers of Endless Space, for instance, implemented a sound UI from the get go and that spared them a lot of trouble in this regard.

Second thing that bothers me the most: the magic and leveling system is still untouched. So if I want to be a mage, I still have to fight against this system that wants me to be a "randomly generated multiclass" no matter what. This still baffles me a great deal.

Oh, and I agree, the "3 turn minimum" thing is just plain wrong and annoying.

 

Reply #61 Top

Beta 5 will have UI stuff if I remember correctly

Reply #62 Top

Quoting mastroego, reply 61
If these are the last features to go in, then sadly I have to say it's pretty underwhelming. 

Dissapointing actually - forcing city spam, agressive expansion and making heroes more important than ever instead of nerfing them versus groups of high-end units.

And why the 3rd book of the magi is not always in the game ? Troy was rebuilt many times in the real world :)

 

Reply #63 Top

I think you guys are underestimating those accuracy buffs- and this is a stealth buff to assassin school and fortresses.

 

I really want the minimum build turn time and the while idle stuff addressed, those are the two most annoying/disliked parts of the game for me, and judging by the forum posts I'm not alone.

 

I suspect once the game is released someone will make a quick mod to get rid of this so not too worried- these features are really unpopular.

 

 

Reply #64 Top

Quoting Alstein, reply 64
someone will make a quick mod to get rid of this so not too worried- these features are really unpopular.

So basically we're back to "I consider it ready for release and if others disagree, don't buy our games".

Reply #65 Top

What do you want exactly? You can't please everyone with every feature. You need to understand that not every feature can be tailored exactly to what every player wants.

Reply #66 Top

@ Alstein

 

Someone probably will mod the 3 turn limit but really it shouldn't be in there in the first place - I just hope the devs realise this is a mistake and change it

Reply #67 Top

Quoting Heavenfall, reply 66
What do you want exactly?

Rebalancing heroes versus high-end groups, no 3 turn build/train limit, more unique buildings per faction like the scrying pool, the dinasty system enabled, better road building, random spells like 3rd book of the magi always in game ( like A Dance with Dragons in WoM ), no identical quests in the same game, more aggresive monsters, the ability to recruit high-end monsters like obsidian golems and so on. -

Btw, are you planning a mod or something ? :)

 

Reply #68 Top

Quoting Wizard1200, reply 60


There should be a choice between armor and dodge:

- No armor: dodge + 0

- Light armor: dodge - 5

- Medium armor: dodge - 10

- Heavy armor: dodge - 15

 

yeah this is another way of fixing it and i kinda like it, it also would give some more reason to be to assassins and archers

 

but still, dodge in the game is too much atm

 

 

Reply #69 Top

Quoting Heavenfall, reply 66
What do you want exactly? You can't please everyone with every feature. You need to understand that not every feature can be tailored exactly to what every player wants.

 

the 3 turn limit is just plain bad, there is no logic reason to be there and everyone smart agrees with it

anyway i dont think the "feature lockdown" means they cant fix some game mechanic, they still can, imo

Reply #70 Top

All I can see is that this better be a long beta with lots of versions, or I can well see FE failing at the final hurdle.  It's not that I'm being unduely negative, but don't you want FE to be the best game it can be?  We do!  If both newbies AND pros are virtually universally decrying the 3 turn minimum building/training time,

WHY ON EARTH IS IT STILL IN?

Derek, can you imagine Civ IV and Fall from Heaven 2 with an arbitrary 3 turn minimum for ALL production and road-building problems?

Do you think they would have still been classics?

Reply #71 Top

This will be a bit longer post so be warned :grin:

Lots of good stuff, love especially that the AI will take on the pioneer spam and become more dangerous :thumbsup: Awesome Will be happy to try that out.

Also new tactical maps, with lots of obstacels, opening more tactical opportunities for blockers/range glass cannons. Awesome as well |-)

I also like the increased usefulness of towns, making them more important as food/material generators. Once u have a few towns up and running new cities will not need any serious upgrades at all before they become usefull. Only growth. I wonder if that will not make the Sovereigns Call too OP for life only? I assume it is supposed to be balanced by the unrest reduction thingy in the death tree? Well we will wait and see.

On another note I feel that the early game has been prolonged by increasing the production costs as well as removing the possible rushing/incomegenerating production hub strategy (3 turn minimum combined with 25 guildar minimum rush cost). I'm wondering a bit why? Could it be because we have been shouting on the forum that the early game is fun and the mid to late game is slowing down? And that u are therefore trying to prolong the "good thing"? The only direct effect I see is that we as players (as already pointed out by Tuidjy) will focus even more on the hero development as the only viable strategy...not necessarily a good thing. Also a "good thing" will not neccessarily become better by making it slower, chances are it will become more tedious=less fun! 8C (On a side note, this will make the 1000 Gildar option even more OP, as it will allow rushing still for the first 30 to 40 (1000/25=40, assuming a bit of overlap) items - negating all the intended slowdown - a HUGE difference now)

On a side note, my personal favourite approach to the speed is to use the epic research approach. My research is really taking its time, allowing my cities to grow with it in pace, not so much clogged with all kinds of options, but getting things done in time with the next research item being 'thought up'. Once again, it is my personal taste (and something the game allows for in the start-up, which is great), and it makes the game for me much more enjoyable. So why not make the turn limit something to be choosable as well? And not something forced down the players throat as to how he/she is supposed to be enjoying it????? :S

But ok, let us assume that the goal of the slowdown in production and resource development in combination with a more aggressive Ai will serve to make the start of the game more nailbiting. No more unchallenged expansion without clearing out the mobs.  So if we can assume this is going to be the case, only the starting city for the first 10 or 20 turns and my heroes are trying hard to clear the vicinity, as mobs WILL attack the cities, if defense not enough to hold against weak/medium/strong stacks. (as it should be - which barbarian tribe would leave Rome unpillaged, if only militia were on the walls?). I believe this will be a very good thing. The wilderness should be SCARY! But to return to the production issue, how does it help this expansion reduction? It will not change it at all!!! Only the Monster AI can do that effectivly enough imo.

No even worse, as I'm thinking now, by tailoring the production to a high production powerhouse (making incidentally earth as starting power even more 'necessary'), what about the starting positions with 'only' 2 materials and the Sovereign without any earth enchantments? Starting production will be around 15 or even less, making shrines etc suddenly into 5 to 10 turns 'for ever' upgrades, gimping them even more. The Sov with an earth hammer enchantment (which is now giving materials, making it even more OP - the old was better imo, as it was strong early start-up but not overpowering late game) can double or even tripple the output of the city (2 materials to start, 2 essences, 1 Oracle, possibly 1 with pool). This makes it very hard for not earth based Sovs to evenly compete with the empire building, forcing them even more into the hero only strategy. Please PLEASE allow us the freedom to choose the way to win without forcing us down one path by making it an almost requirement.

To cap it all up in one sentence: Great that the AI will be more aggressive, am highly doubtful of the production 'update'

 

Reply #72 Top

Quoting Gorshmak, reply 72
forcing them even more into the hero only strategy. Please PLEASE allow us the freedom to choose the way to win without forcing us down one path by making it an almost requirement.

I understand the developers were inspired by the Sauron/Morgoth type of hero that butchers an entire platoon with each swing, but even they had huge armies, an industrial base and were carefully planning the war instead of rushing.

Reply #73 Top

Quoting AMDG, reply 68

Quoting Heavenfall, reply 66What do you want exactly?

Rebalancing heroes versus high-end groups, no 3 turn build/train limit, more unique buildings per faction like the scrying pool, the dinasty system enabled, better road building, random spells like 3rd book of the magi always in game ( like A Dance with Dragons in WoM ), no identical quests in the same game, more aggresive monsters, the ability to recruit high-end monsters like obsidian golems and so on. -

Btw, are you planning a mod or something ? 

 

You do realize that everything in your post except for the dynasty nonsense falls under what Beta 5 is about, right?  That being balance, UI, AI, and bugs.  Unless you think that this next release is the only one in Beta 5 and then they plan on releasing, there is time to test and iterate.  

It's amazing how every Beta release produces its share of "the world is ending!  It's WOM all over again!" crap.  Step back from the ledge people.  Play this next release, offer feedback, and see where it goes.  

Although I too wouldn't mind a nice post explaining the continued existence of the 3-turn minimum.  I think we all get the POINT of the mechanic, but that doesn't stop it from being a shitty mechanic.  

Reply #74 Top

Personally the 3 turn production cap is not as big an issue to me as others seem to find. But each to their own.

I assume its there for pacing and to prevent a high production city spamming what is need when its needed (i.e. defenders) rather than planning ahead.  Or something similar.

What I do want to know is what happens to the excess production?  If a city can build a pioneer in 1 turn but has to allocate 3 turns of production (minimum) then where does that 2 turns of production go?  If it goes into the city's idle bonus then that's cool.  If it's just lost then that is not.

Reply #75 Top

Quoting Kantok, reply 74

It's amazing how every Beta release produces its share of "the world is ending!  It's WOM all over again!" crap.  Step back from the ledge people.  Play this next release, offer feedback, and see where it goes.  

Actually this beta is the last one, and 0.98 is quite close to 1.00. And btw, why is the dinasty system "nonsense" - after all, it was good enough for WoM ?

Let's talk again after the game is released, and please look then at my list.