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 ListWe 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 IssuesPeople 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:0Closer:0Close:19Mid:44Far:14Farther:3Farthest:17Total 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 PrepBrad 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 FutureThis 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).
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.
An issue that I find currently odd, and something that I did post about during beta. But as powerful as people say a Channeler is. Their spells often do squat for damage. And yet giving them a bow, so they can do something every round feels bassackwards.
There should be a base spell that costs NO mana. That represents a standard ball of damaging magic the caster can use, every round. It's something that was learned in D&D (took until 4th edition), but a player should be able to DO something EVERY round! No if's and's or buts. They shouldn't have to carry a weapon JUST to be able to do something. Currently this just feels wrong that you have to give a bow to a sovereign so they can be powerful.
I've got other ideas to.. many of them were in the beta forums that I posted on. Still think many of them are valid as well. All in all, I'm having fun but there are flavor choices that certainly need a look at once all the technical drama fades.
One thing I can't trust about stardock....when they say they are going to bed.
At the risk of sounding terribly ungrateful at all the wonderful work you guys are doing, I want to state one thing for the record here, and that's that it's really, really important that Elemental be able to generate random geography by itself someday. No random maps is the one thing that will, 100% guaranteed, kill the game at some point in the future. You can't brute-force it just by adding more maps every once in a while; even with a hundred maps of each size, the odds of getting a duplicate within ten games is something like 40%, and nobody wants to say "ugh, not this map again" in a 4x game. In the short term it's fine to keep the furnace fueled with new hand-made seeds occasionally while you work on major performance and balance issues, but I really hope you guys understand how critical a true random map generator is for the long-term success of the game.
I only bring this up now because this is the second time "new map seeds" has popped up in a changelog, and I don't think there's ever been an official response on whether or not random maps is something that's on the table or not.
First, let me say that the release is a pretty good one (and I am one of those who has single digit FPS over cities)
A brand new engine, a brand new game, and overall it went smoother than say HOI3 (yes a Paradox fan too).
Here is my condensed list:
1. Create rollovers everywhere. If I hover over a weapon in research menu, I want to see its stats.
2. Show resources with income. i.e. 10(+2)
3. Show all icons in the Icon menu. Expand the outer container if need be. Too many clicks now
4. Condense (merge) some techs. More content isn't always a good thing.
5. Option for faster animations in Tactical combat. Currently walking/casting/shooting takes forever
6. Warning when you press End Turn and there are still armies that can be moved
7. Merge the quantity/size setting for unit training into a single scale. Current design is overkill.
8. Tab/Next Unit shouldn't select caravans
9. Graphical indicator showing the projected path the unit will take to its destination.
10. Tactical Combat: Odds and potential damage of action when hovering action over target (i.e. if selected Fireball and hovering over target it should say 2-7 damage, 10% resistance chance or whatever). Also, in same rollover display bonuses/maluses in effect (i.e. if archers have a malus due to range)
11. Strategic Resources ala GalCiv: something that isn't a resource but augments some aspect of your Empire.
12. Flanking logic! Units should have reduced defense from sides/rear
13. Unit levels should be clearly marked and accessible in Strategic and Tactical views. Preferable denoted by some icon (i.e. a number of stars) with a rollover explaining what this level of experience actually does for the unit (i.e. +1 HP, +1 ATT, +2 DEF)
14. Overlays on the mini-map (i.e. Kingdom influence areas)
15. Overlays on the main map (i.e. Kingdom influence areas, easy resource indicators, roads...etc)
I'm glad that Stardock takes post-release support so seriously but I'm kind of paranoid that some design choices which are a huge concern if the game is to reach its full potential are just going to get completely ignored, since they seem to have been ignored int the beta. As is, this game lacking nearly all of the charm of Master of Magic, and I think a lot of the criticisms have really zeroed in on why that is. Weak and bland heroes, extreme lack of passive special abilities (in MoM almost every unit had at least one special ability and that added A LOT to the atmosphere), lack of differentiation between schools of magic, lack of differentiation between races/civilizations, no flight and other such important special abilities, etc.
I don't feel like a god-like wizard lording over a kingdom which employs powerful and flavorful individuals, and I think that's a bigger problem in the long run than the bugs and AI and balance issues which I utterly trust Stardock will fix.
The 'wouldn't it be cool' idea sounds like it might be essential!
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.
Loving the game already, even with the odd crash.
Have great hopes it gets even better in the future.
I agree except for 4 and 7. Love complex tech trees and the UI for unit size is OK by me.
The good news: the last few days have seen significant improvements, and 1.06 shows how great Elemental will someday be.
The not-good not-bad news: lots of balancing is still needed (gameplay, UI, making essential Elemental features like essence and shards truly shine, showing why Elemental isn't just a rehash of MoM/etc. but is a significant step beyond). I won't list specifics as we've been doing that during beta and there's tons of threads/posts/good ideas already suggested.
The bad news: what we have now is a public paid beta. All of what's been done since release and for the next few weeks (if not month or 2) should have been done before release. That the game doesn't crash for some, or that other games are also released before they're ready, or similar excuses do not excuse/justify this too early release. The only excuse/justification for this release is that you painted yourself into a 'Feb or Aug' corner, with Feb being too late and Aug being too early. I can't say you chose wrongly between the 2, but can say getting yourself into a position where those were your only choices was a big mistake and one I hope you can avoid in the future.
I want to re-iterate the good news: Elemental 1.06 shows how great a game it will be -- a classic of this genre -- and how dedicated you SDers are in making that come true.
Get some rest and take some time off -- you've earned it and this isn't a race, it's a marathon. We can wait (ignore the men/women behind the impatient curtain... ).
Awesome! Get some much deserved rest!
The game is fantastic as is, even with the bugs.
Keep up the great work and I cant wait to see what you and the community have in the future for this wonderful game!Once the late game slowdown is fixed I will be a very very happy camper hehe.
This is the most fun ive had on a videogame in years, thank you stardock
While I acknowledge my topic being not the most critical at the moment: https://forums.elementalgame.com/393581 <- features huge design change suggestions.
Fear not, this is on the tweak list.
Excellent feedback on all points, gang. Thank you so much! We'll be taking a hard look at everything that's been mentioned for future updates.
Thanks for the round up and I look forward to seeing what your own opinions on what you want improved/added in the future are!
Great to hear!
For ultra low-level rigs such as my Core2Duo 2GHz laptop with Intel 945 graphics chip, would it be possible to have tactical battles in Cloth Map mode as well?
One odd bug BTW, is that after svaing the game, when hitting Back to game, it doesn't return to Cloth Map, instead it goes to some odd in-between 3D mode.
Guys please check out master of magic and the wide range of units in tac. battles. Notice how they all have all kinds of different abillities, strengths, weaknesses and things that set them apart. First strike, flying, made of ice... stuff like that
Happy to hear that... I'll give the game a few days before I jump in hardcore and start working on my review. The schedule we publish on is more informal than magazines/sites so that should help get a better feel for how this game is going to play.
Emphasis added:
Don't forget about the Warlock from 3.5.
The list sounds great. Thanks for all your hard work. Enjoy your well-deserved time off!
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.
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.
nice keep up with the updates would love LAN though..
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?
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.
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