A Quick Journal before we sleep for 48 hours straight...
Published on August 27, 2010 By ScottTykoski In Elemental Dev Journals

So launch week has come and gone. It’s certainly been...exciting?  Anxiety producing? Wonderful? Crazy exausting? All the above? 

Brad is currently taking some much deserved time off with his family, and, with v1.06 out the door, the team is about to do the same. We’ll be back Monday, but before then, I wanted to bring everyone up to speed on what we’re working on....

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1. The Mega Feedback List
We love feedback . Good, bad, ugly, whatever...this is as much your game as it is ours, so it’s with great excitement that we visit countless forums, lurking in the shadows as Elemental is discussed. Hear a muffled cough as you discuss the magic system on forums.penny-arcade.com? Just us   No reason to be afraid.

As suggestions/complaints/bugs are posted, anywhere, they get cobbled into a master feedback spreadsheet with a column called “Count”. The more an Issue is complained or talked about about, the higher it climb on the list, giving a better view on how the entire WORLD feels about the game..it makes me feel very Adrian Veidt.

Current major issues being addressed internally...
- Magic System Numbers (currently rolling 0-x, meaning high level spells missing)
- City management screen
- Cursor/Selection Funkiness in Tactical Battles
- More informative UI across the board
- More Maps
- Overall balance (overpowered late game units, overpowered peasants, etc)

2. Performance Issues
People with awesome rigs are getting crummy performance. This is the next major ‘bug’ on our list, and we’ve made some major headway. Most of the issue lies with the LOD on zoom technology that fades things out as a zoom percentage is reached. As overall zoom range, specific LOD levels, and new tile diesigns are tweaked and added, the game seems to be displaying many objects, in general, when zoomed out. Code is being tweaked to make batching faster and tile designs are being tweaked to simplify better as the user zooms out...

Debug Message:  *** TD Details: F_Town_02 ***
Closest:0
Closer:0
Close:19
Mid:44
Far:14
Farther:3
Farthest:17
Total Objects:97

The fallen Town, for instance, clocks in at 97 objects, many of these being dupes that get batched together. Unfortunately, we don’t start fading out objects until the ‘Mid’ zoom level...right before the cloth map is enabled (at its default value), so even zoomed out pretty far we’re still displaying all 97 objects when we could probably get away with 40-50.

So while there’s no ‘silver bullet’, improvements across these areas of the LOD system should help performance issues considerably.

Oh, wait, Jesse just fixed some code and is now seeing a 10-20 fps boost...so apparently there WAS a silver bullet...and apparently he’s saving the details for his own change log    But good news, regardless! (jesse: so hovering over a city that used to give me 25fps now gives me 42-43)


3. AI Prep
Brad may be off the grid, but I can only imagine the AI plans he’ll come back with. To that end, we’re going to be cleaning code to make it easier for him to access specific circumstances that the AI can intelligently react to (how many times have you gone back on peace treaties, how many wars have you started, how many wars have you successfully fought back against, etc).


4. Playing the Game and Brainstorming for the Future
This is what I’m most looking forward to. We’ve been in 100% ‘make the game’ mode, giving us no time to enjoy our creation (I’ve snuck in a few hours, but always feel guilty about it). Now that we have time to play, we also have time to brainstorm what WE want to put into the game. Many times this will synch up with what you guys want, but it’s amazing what the team will do, even in their free-time, to make the game better (my ‘wouldn’t it be cool’ feature is a spell that locks escape routes, making a given T.Battle a fight to the finish).


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So that’s where we are, three days after release. There are other issues being addressed - we’re on the lookout for future Win7 64bit ATI issues, and balance/pacing will remain high on our priority lists, but more than anything, we look forward to hearing what you guys have to say about the game....for good or ill...in the weeks and months to come!

Now, seriously, time for bed.


Comments (Page 4)
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on Aug 28, 2010

One complaint AI-related from nother forum.

AI dies in enemy territoy instant game over.  You conquer city next to AI, AI soverseign does a suicide attack.

 

 

on Aug 28, 2010

lswallie
MAGIC TECH TREE: Magic Tech tree is kinda barren. I feel like I get all the spells anyways so why research into magic?

Why not have the majority of spells only unlockable through research?? Then you would definately feel motivated to research Magic.

And what if you could focus on different schools of magic, fire, ice, wind etc within the research tree. The more you researched the more latent effects each spell could have - slow, DoT, miss turns, longer duration, increase in power etc...

As it stands I can just research spells independently from the research tree while the magic research tree only gives us shard usage it seems.

 

WAYPOINTS/TURNS: Need to see a waypoint line from your unit to the destination on the map and how many turns it will take. 

Sometimes it takes several tries to select a unit and give him a destination by clicking on the map. Overall clicking is somewhat unresponsive and somehow my unit always become unselected. Just clunky.

 

UNIT DESIGN: Need a reason to design your own units. As of right now there are none. Need to have advantages and weakness for armor and weapon types. Therefore choosing the right type unit to design will be important. Def vs slashing, blunts, piercing, etc. 

 

TACTICAL BATTLES: Need to be faster. Speed up the animation to make the battles quicker and snappier. Why does the entire army move at once? Have individual moves instead?

 

CHAMPIONS: Scale them to the late game, and balance cost to equip and purchase. Give them more viability within the gameplay.

 

ITEMS: Give items more umpf. Make some weapons have first strike or can attack twice, some attack slower but more dmg, bleed effects, or additional effects. As of right now you just chose items with the highest dmg. No choice no fun. Give us a reason for what we chose.

 

CITY BUILDING: Basically with each new city I just click every building I can build and plant it in my city. I don't even care. Cause there is no reason too. Everything needs to be built so I just build it as fast as I can. If this is the case why not just make building cities cost more and bypass placing buildings in the first place if everything will eventually be built? No fun. Give buildings more reason or choice. Right now I just feel like a monkey placing everything down. Since I can only place one of each building - least that is what it seems - maybe some buildings we should be able to duplicate? So we can specialize cities?

 

DIPLOMACY:  Dead tree... let's plant a new one...

 

PACING: The overall pacing of the game actually seems too fast. I feel like I speed through research, and learning magical spells. At turn 200-300 the game is kinda won for me. I have everything I need - up to like lvl 6 magic. Could change once the AI gets off its butt.

 

 

 

 

 

Greats Ideas.

Im thinking that you could implement a feudal system, so we can feel that "A song of ice and fire" sensation. Maybe become a vassal of a greater house, or become that greater house with Vassals, give them orders (Go to war with another house, marry them to make alliances, etc). Also limit the number of units could be better, so we can really feel each of our champions actually worth enough to care for them.

The "City Building" part is vital. I think that you could limit the number of estructures in a city, maybe 10 in the most advanced level, there you will be forced to customize or personalize each city to make them have especific functions (Population, Magic power, Market, etc) in your kingdom. So, if you want to buy a metal made item, you will have to necessary travel to a city that has a Market and an "Iron-Forge", or if you want to research spells you will have to travel to your "Magic" City, etc. And if you decide to make a food-only City where an ancient library is located, you will be wasting some potential there.

Great ideas overall.

PD: Sorry about my english. Thanks to Stardock, amazing game. A lot of fun playing it. Keep up the good work, fantastic.

on Aug 28, 2010

nice keep up with the updates would love LAN though..

on Aug 28, 2010

One Problem I've found is it's almost impossible to get a City up to Level 5. 1250 people means building 50 Huts (25 people each) or 25 Houses (50 people Each).

Another problem is the 3rd stage of the campaign where I have to deliver 50 crystals, I go back to the city and nothing is triggered to accept the crystals and I can't approach the fortress I always get the message to complete the production task.

Am I doing something wrong in this part of the quest, created the new mining town beside the Crystal about 4 squares away from the destroyed Mining settlement, should the new town be farther away?

 

 

on Aug 28, 2010

Yarlen

The game is already good and is getting better with each update. One thing that frustrates me though, is the ultra slow and unchangeable mana regeneration rate, sigh.
Fear not, this is on the tweak list.

Mana regeneration:

 Tweak option: Make mana regenerate as a small % of total essence, rather than a fixed rate. This regulates itself. Large mana pools regenerate 2 or possibly 3 points a turn, in proportion to how large they are.  Benefit: can't dump wisdom and rely on a high regen rate for a smallish pool, if this is decided to be important.

Better Tweak option: Make mana regenerate as a small % of INT.  Players have already started dumping INT in favor of WIS as not having a significant effect on character, due in part to the questionable value of offensive magic.  This both reinforces the value of INT for spellcasters, and introduces a choice of caster build  directions:

 

1) INT based Sov (offensive caster/nuker) with smaller pool, but high powered attacks and fast regen rates to be able to cast offensive magic often, but difficulty casting the most powerful high end spells and summons.

2)Wis/Essence based Sov (summoner/big opportunistic magic) Big pool, slow regen, low powered offensive magic. Raise the cost of Summons (needs to happen anyways), and give the most powerful summons a material component cost in the form of elemental shards that correspond to their school. This caster can cast the big spells, but relies on summons and occasional buffs to do most of his magic damage, as he can't cast magic as casually as fast regenerating INT based caster.

 

Just an idea.

 

on Aug 28, 2010

I too agree with lswallie on most of his points. While, there's no doubt, fixes for actual bugs or anyway very strange behaviours should have the priority in the immediate, what really is lacking for me is content, and how it is amalgamated. Right now many game elements dont' really live up to the expectations or appear to be a bit chaotic. 

 

SPELL SYSTEM: While we need more, differentiated spells and effects (more spells, yes, but elemental resistances and more effects related to a certain element would be a good and quick starting point to make them feel really different, not just a choice based on which shards you control), we also need to be GREATLY limited. Having access to all the elemental books from the beginning, plus very soon all the others, is overkill, and makes every game feel the same. Expanding each spellbook making it more self sufficient while making it so it is impossible to "own" every book will help a lot on that department and would let us customize our kingdom/empire-sovereign combo to something with lore. I would love, for instance, to use Tarth with a Summoning spellbook that would preclude access to common elemental books. Wanna play as a druid/summoner bringing forth armies of the forest? Ok, but no fireballs for you.

With some fantasy each single spellbook could be made to be as said partially self sufficient (simple example to give the idea: fire book, spell Cauterize --> heals tot HP and stops a bleeding effect, but will cost the target unit 1 permanent HP on his max HP value), letting us specialize and give some character to our realm and dinasty. 
Access to other spellbooks could be binded to actual dinasty interactions, thus making 'em hero linked rather than realm linked: my dinasty has access only to the fire spellbook, but if my son marries the daughter of a dinasty which uses the air spellbook, my grandchild will have a chance of inheriting access to BOTH. 

 

CITY BUILDING: This was already well explained by lswallie. While at growing population we can sort of specialize cities, which is nice, there could be a lot to be improved on that department. I would actually make most improvements resource dependant: cities already are used as a node point to "distribute" resources they have in their zone of influence. Just make it so if they have no direct access to metals (and maybe to a minimum quantity of metal), for instance, they can not build mining guilds, blacksmiths, etc. Then, also link certain improvements with units you can train there: a city without metal, and as such without blacksmiths, will not be able to train units in metal armors. If the city, however, has access to the old forest resource, then it could train archers with special bows.
Seems actually a rather obvious thing to implement.

 

TECH TREES: Same basic concept issue here: there are quite some techs (though there could be much more, especially weapon related), but in the end you research quite everything. You actually have to. Again, expanding those trees while making it harder to research more fields will do a lot to make each game feel different offering different approaches. 
You want to concentrate a lot on civic research? You'll get the upper hand in population, but that should actually give you other uses rather than just rushing to the top level buildings. Like, militia units: very cheap and rather weak units, unable to compete against real military ones, yet trainable quickly in large numbers munching at your wide population.  
You want instead to concentrate on magic? Make it so that would preclude you most of the more advanced military techs. No great armies of knights in shining armor then, we are a magical kingdom... with magic techs... which let us train golems, undeads, spirits... you got the idea.
A huge step forward this would be at making the game feel varied.

 

ITEMS:  Yep, we need many more with many more new related effects. Both for actually having a reason to design troops: for building specialized units and also just for the looks, how we did in Galciv wasting time just to recreate that pretty spaceship from that pretty tv series. Naturally, the new combat effects should be related to the expansion of tech trees, spellbooks, and available buildings in a certain city, making them intertwine with relevant counter spells, specialized techs and so on. 

 

PACING: Definitely, I beg for a marathon gamespeed. And overall for a rebalance on how the games goes on. Right now once you are done with the very first phase of the game, exploring a bit for your surroundings, then you can just turtle for a while in your cities, and zap through the tech trees at an alarming speed even on epic, practically bypassing most of the supposed mid game content.
A whole lot of new effects, resistances, spells, however, would already help themselves a bit on this department: once it's not just brute force what matters in a battle, but actual tactics related to certain special abilities, then you are not anymore so pressed on just quickly researching "the best armor and the best weapon". 

 

DIPLOMACY: Needs a major overhaul. More things to exchange and trade for (maps, contact with other realms, units... just for starters), and definitely, please, a bit more variety in text. I always hate when in 4x games diplomacy feels just a lifeless mechanic. When I play these games I try to feel involved, to "roleplay" a story... a small bunch of generic lines, always the same, which don't adapt to the current situation is seriously hindering for that goal.
Also, the Dynasty system could be expanded on a bit. Some events related to it, that could bring forth real diplomatic consequences (not just an anonymous + on a diplomacy chart) would be welcomed. 

 

UNITS: More different creatures are definitely needed. Not just a dozen or so, sometimes multiplied x 4 elements/texture color to make it seem there are more. And they should serve more than just as a danger for your assets and as an XP farm. Enable actual drops from battles. If I can find magic items inside abandoned bandit camps, why not in the hands of actually living - and kicking - ones?
Champions too need an overhaul to actually feel useful. Right now you just take 'em for their bonuses in the early game, then park 'em in cities. Forever. Experience should make it so they can actually grow up to be better than the late game common units you can train, as long as you made them fight and learn a lot. Again, here too several additional special skills/effects only accessible to champions on leveling up would do wonders (age of wonders, actually, if you get what I mean ) at making 'em more useful and meaningful.

 

THE FRICKIN' SEA, CAPTAIN! : Bring life to the seas. Life was born there. Let life return to her cradle, hmm?

 

EVENTS: As well as quests, but the scaffolding for those is already in so it's natural to expect an expansion on that department. What would be a welcome addition are random events like we had in Galciv. Earthquakes, vulcanoes, plagues, sudden diplomatic incidents, rebellions, monster infestations, to mention some obvious "bad" random events. Discovery of healing herbs that raise HP regen, to mention the first idea for a "good" event that springs to mind.

 

MAP INTERACTIVITY: Sometimes related to events, sometimes to spell, but anyway some more visual life to the map (both world and tactical maps) could do wonders at making the game have that little more charm. Like, you know, in a tactical battle actually render the city walls when you are assaulting a city? Is it a too groundbreaking idea? Maybe even make it so walls actually serve as a defensive obstacle against enemy arrows, instead of just adding a global passive bonus to the HP of units stationed in cities? With bonus instead for archers standing on higher ground, in this case because of a "city wall" object/tile? Revolutionary?

on Aug 28, 2010



- Cursor/Selection Funkiness in Tactical Battles

 

Please, please, include in this also the jittery mouse problem, is really driving me crazy.

(I'm not only speaking of the general problem when pressing Shift or Control, but of the specific problem that people with last ATI drivers see even when NOT pressing any key).

It's true that can be workarounded using hardware mouse, but due to a not-so-good UI, some info are only given by the mouse cursor (one example: can I speak with that guy to hire him or not?)

And speaking of this, the UI should improve in two way at least:

- less click to go where you want to go. And a good way to start with this, is to reduce the closing and reopening thing: two examples: if I'm examining the city details pages, I should be able to move to other cities without closing-moving-reopening; when buying equipment, I should be able to see the items equipped by my champion, non only his inventory, because the equipped things are the one tnat I want to replace, and I hate to open and close those two screens in turn.

 - a bit of info redundancy. Info should be available in more places, when possible. In particular, the "cards" may convey more info. For example, I want to know if I can hire a guy also from his card, not only from the size of the cursor.

 

Anyway, thanks for your hard work to make this game a very good one (a good one it already is).

on Aug 28, 2010

NatakuTDH
Truthfuly the only only thing i really would like to see is the unit creator for monsters and such. Armor plated dragons and deamon wielding swords would be myth and legend. Maybe research how to make them in spell, proper facilities in war, materials in conquest, and of course diplomacy is the creature themself.

Ir be able to... be other 'races' but i know thats more of a mod. Being dragon hehe. drake offspring...

 

Yes.  Creature designer please!!!!

on Aug 28, 2010

You might hold of on any major AI work until multiplayer goes in. MP will crack open any design flaws and make them plain as day, and you know there's going to be many. There's probably going to be major rule changes in the immediate future, and you don't want to write the AI twice or three times.

on Aug 28, 2010

I played for a few hours last night, and I would say that the biggest lack is role play content !

I mean the sandbox mode is not bad to see what the game has to offer, but it feels quite purpose less. There is really a great need for big campaigns, especially considering the impressive size of the maps, with good scenarios. The current campaign is just a big tutorial though, it's just a start...

I know adding the content will be very time consuming. Maybe some users will be able to create nice campaigns to help you here, but it will certainly not be easy, they will have to be very motivated for that ! Anyway that's the biggest need, when I remember all the excitement playing the early heroes of might and magic serie you can't have this kind of excitement here with just the sandbox, you badly need real campaigns for this !

Now to add to the big spreadsheet of most wanted features/fixes, I would add :

 - maybe some kind of optional less demanding gfx engine. The current one is ok for me, but the computer gets very hot while playing the game as if playing a big 3d action game. Here it's a turn based game, it should not waste so much energy on it !

 - A linux client for the game ? Not sure it would be that hard to do, depends if you used opengl... and I really prefer playing in linux but oh well, I'll be able to play without it if you don't create it !

 - maybe also another way to see tactical battles. Because currently if you don't manually zoom, you get very tiny units fighting each other, and some fights should be more impressive than that. That's also a problem in the 3d homm : the size of the units became really too small and the ceased to be impressive. I am not even sure on how to do this one though. Maybe a 1st person view with a 2d map of the surroundings ? A 1st person view should certainly be impressive !

Yesterday I didn't want to believe some of the posts on the forum where users said they would buy the game in 2 or 3 months when it would really become more interesting, but now I also believe it might take that long. All these features will take very long to be added, I just hope you'll be able to do it, it would really be a pity to waste such a potential !

on Aug 28, 2010

lswallie
MAGIC TECH TREE: Magic Tech tree is kinda barren. I feel like I get all the spells anyways so why research into magic?

Why not have the majority of spells only unlockable through research?? Then you would definately feel motivated to research Magic.

And what if you could focus on different schools of magic, fire, ice, wind etc within the research tree. The more you researched the more latent effects each spell could have - slow, DoT, miss turns, longer duration, increase in power etc...

As it stands I can just research spells independently from the research tree while the magic research tree only gives us shard usage it seems.

 

WAYPOINTS/TURNS: Need to see a waypoint line from your unit to the destination on the map and how many turns it will take. 

Sometimes it takes several tries to select a unit and give him a destination by clicking on the map. Overall clicking is somewhat unresponsive and somehow my unit always become unselected. Just clunky.

 

UNIT DESIGN: Need a reason to design your own units. As of right now there are none. Need to have advantages and weakness for armor and weapon types. Therefore choosing the right type unit to design will be important. Def vs slashing, blunts, piercing, etc. 

 

TACTICAL BATTLES: Need to be faster. Speed up the animation to make the battles quicker and snappier. Why does the entire army move at once? Have individual moves instead?

 

CHAMPIONS: Scale them to the late game, and balance cost to equip and purchase. Give them more viability within the gameplay.

 

ITEMS: Give items more umpf. Make some weapons have first strike or can attack twice, some attack slower but more dmg, bleed effects, or additional effects. As of right now you just chose items with the highest dmg. No choice no fun. Give us a reason for what we chose.

 

CITY BUILDING: Basically with each new city I just click every building I can build and plant it in my city. I don't even care. Cause there is no reason too. Everything needs to be built so I just build it as fast as I can. If this is the case why not just make building cities cost more and bypass placing buildings in the first place if everything will eventually be built? No fun. Give buildings more reason or choice. Right now I just feel like a monkey placing everything down. Since I can only place one of each building - least that is what it seems - maybe some buildings we should be able to duplicate? So we can specialize cities?

 

DIPLOMACY:  Dead tree... let's plant a new one...

 

PACING: The overall pacing of the game actually seems too fast. I feel like I speed through research, and learning magical spells. At turn 200-300 the game is kinda won for me. I have everything I need - up to like lvl 6 magic. Could change once the AI gets off its butt.

 

 

More or less my thoughts. I'm loving the game, really, but I'm in a place where I can't define if I'm loving it already or if I just recognize and love its potential.

As stated by others, magic could even use a "multiple books" mechanic, something similar to MoM. The way it is right now, it's kinda on/off. Not cool.

Also, I'm VERY worried about the "More Maps" statement. The crew has made many promises and announcements, but in this regard there's been a suspicious silence. I'd like to know what we can expect in this regard. I'll have to stress it again, without a true random map generator (which is the standard for 4x games), Elemental can only qualify as a "distraction" until the next "complete" strategy game comes out. That would be a major, major disappointment.

on Aug 28, 2010

I agree.

Best regards,
Steven. 

on Aug 28, 2010

Magic System Numbers (currently rolling 0-x, meaning high level spells missing)

Do you mean only for spells ? The way attack/defense works must be changed. Get rid of that damn uniform probability's law. "To hit" and "damage" being tied isn't a good idea WHEN attack and defense are both rolled AND rolled with a very high variance. In MoM each attack point was a 30% chance to do damage, so with 10 in attack you would generally do around 3 points of damage. Same for defense. Each point of defense would give a 30% chance to avoid 1 point of damage.

If you don't want to change your system right now you can still use a workaround : instead of one roll, throw 3 or 5 dice, and keep the middle dice. Most rolls would be around 50% of attack (and defense).

Also the way stacks work : 10 units with attack 10 should lead to an attack 100, but to an attack 10D10. Probabilities aren't the same ! Stacks are too strong because of that flaw. And it's even flawed with defense : a 10 units stack with 10 in defense will get a defense of 100 where each unit in the stack should only get 10 in defense !

The overpowering late game comes from that. Change that and your game will be dramatically more challenging.

on Aug 28, 2010

The more I play, the more I think we are so close to pure awesomeness. And so...

...I'am very angry at the press. I don't understand the bashing I saw in it, it can only be explained by sheer arrogance IMHO. Like writing a page of text was equivalent to years of work and an achievement like Elemental already is!!!

I'am enjoying myself more than in SC2 (which is just shortcuts, big selection box, drag & drop on enemy base: win/loose => quit:rinse and repeat). I had almost as much fun as with MoM. It beats Dominions and Age of Wonder.

And I would like to say : Spore was an highly anticipated game for me. But after 1 game, I just dropped it because it had lost all its potential. It's not the case with Elemental: we are very close to the goal here. So, before I give my opinion, thank you again for all the work I see in the game. I also apologize because I posted it elsewhere.

My priorities:

- BALANCE: But I think after my game of yesterday, that it is not as bad as I thought. In normal difficulty, I had some troubles which I expect from that difficulty. I think I don't exactly understand how stats and combat work and what are exactly my choices to work on it. I see how Strenght gives a multiplier to attack (which is a sum of base attack and weapons). Can work, but I don't envy you at the task of balancing that. I definitely think MoM's system (4 swords with 30% hit rate, you can improve by equipment and spells on both account) was more understandable, more balanced, more elegant (I'm french speaking but you had to consider 'esperance' for a value, not a value between min and max, it made for a more... yeah... balanceed system ). In fact in Mom, lots of spells were only adding a +1to hit, +3 swords, but you could stack stoneskin, with armor. Then you had instadeath spells, abilities, priority (first strike, cancel first strike, poison acting on resistance instead of defense, fire breath,...). You shouldn't have Magic against defense if it's the case. Defense would be overpowered then. All spells could be explained in terms of the basic mecanisms. I could choose how to improve units efficiently. It's the case also in Elemental, but randomness of the tech tree hamper this a bit. Only 'Giant Strength' and 'Stone Skin' allow me to influence it).

- IA part of the challenge : suicide AI kings is not that fun, but would be UTTERLY FUN if children could take over. I would like say in diplomacy: ('They are worst things than the troll that ate your father ' ).

- DYNASTY/RPG: I want no 'game over' when my sovereign (or AI sovereigns) dies (and I think my sovereign should be able to die easier if I take stupid risks). I want children to take over! I want them to have traits, I want them to be able to marry heroes. A few examples of success in that field : 'Crusader Kings', 'Sims' (yeah I'm ashamed to say that), 'Guild 2', 'Total War' series. Anything in the likes makes Elemental a killer game for me instantly.

- QUESTS: Combat every time. Allow me to fail quests. Give a meaning to scouting by learning how difficult the fight would be. And don't link it to the tech tree (Heroes should be attracted on prestige as well).

 

The rest is minor:

-  Egalitarian, just let us choose gender already . As it stands it is nice, but I have to click New a few times randomly to get the gender I want.

 

- BUGS:

 + Sometimes labels from other  cities are applied to other cities . It's an UI bug, it still is my city.

 + Spell effects are fixed for me (thank you ! ), but sound also disappears after a while

SPELLS:

All essence figures should learn spells/spell levels personally  from the start (against the list you uncovered from Arcane knowledge). The longer he lives, the more powerful he gets. And if it works so, he will have to make choices about what he learns because he won't be able to just learn everything the faction knows.

 

- What I LIKE:

How you research spells, the limited enchantements.

Get some rest too, I can't believe you are still working on it right now. You should get a week vacation or something and get back at it with a fresh mind to do what you said : sit down and play your game.

on Aug 28, 2010

vieuxchat



Also the way stacks work : 10 units with attack 10 should lead to an attack 100, but to an attack 10D10. Probabilities aren't the same ! Stacks are too strong because of that flaw. And it's even flawed with defense : a 10 units stack with 10 in defense will get a defense of 100 where each unit in the stack should only get 10 in defense !

It's already 10D10, not 1D100, according to frogboy. What bothers me is that it's still overpowered: 10D10 vs 5 armor instead of 10 * (1D10 vs 5 armor), which it should be (and which is plenty powerful already). If a spear has a hard time piercing an armor, 10 spears aren't going to go through it like through paper.

In other words: stack damage AFTER subtracting defense. If it's before, it makes strong individuals too weak. 

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