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.
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?
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).
Yes. Creature designer please!!!!
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.
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 !
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.
I agree.
Best regards,Steven.
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.
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.
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.
I think the different tech trees could be better balanced, too. In my opinion Warfare and Civilization are the most powerful trees, because they give you many different upgrades. Magic, Adventuring and Diplomacy are good at the lower levels, but have not enough interesting upgrades at the higher levels.
- The magic tech tree should unlock magical creatures and the ability to change existing magic items.
- The adventuring tech tree should be the only way to get magic items.
- The diplomacy tech tree should unlock espionage options.
The character stats could be better balanced. In my opinion STR and DEX are the most poerful stats, because they increase the Attack and Defense. CON, INT, WIS and esp. CHA are not as powerful.
- CON: Base Hit Points and CON / 5 Hit Points per level beyond the first
- STR: Is balanced
- DEX: Is balanced
- INT: Spell base true damage x (Intelligence x 10 %) and every shard increases the Intelligence by 5 for that type of spell
- WIS: Base Mana and WIS / 5 Mana Regeneration per turn
- CHA: Should change the gildar cost of all units (100 % +/- 5 % per point CHA below or above 10)
The Weapons could have special abilities as in D&D 4.0:
- Blunt: The targets AP are reduced by 50 % for 1 turn.
- Slashing: The targets HP are reduced in the next turn by 50 % of the damage, that penetrates the Defense.
- Piercing: The Defense of the target is reduced by 50 % for that attack.
- Melee attack from behind: The Defense of the target is reduced by 50 % for that attack.
- Melee attack from a mount: The Defense of the target is reduced by 10 % per square the unit moves before the attack.
But there would be a little side effect.
A 10 units stack vs a 1 unit stack = 10 * (1D10 vs 5)
A 10 units stack vs a 10 units stack = 10 * (1D10 vs 5)
It's the exact same roll ! The only advantage of a stack would then be the number of hit points. You should get an advantage to attack with more people.
A simple solution : an attacker that has more units than the defender would get a bonus in attack, unless the defender has the "heroic" ability (for instance dragons coudl get that, so 1000 peasants would get a really low chance to hit it)
There are escape routes?? I've tried moving my units to and past those bright areas on the four sides of the T.battle map, but it never results in a retreat. Though I only tried it once, and maybe there are some battles you can't run from. Either way, I suppose it's worth another shot. Thanks for the heads up, and you guys have done a great job! This game has caused me to lose many hours of sleep over the past week!
Holy cow am I hearing great stuff here! Devs, please take note!
Of course, I am most anxious for MAGIC!
Indeed, please adopt MoM-style #of like "spellbooks" (or skill points, etc.) to determine max spell level in a given branch of magic.
Elemental is the name of the game, so elemental magic needs to be earth-shatteringly powerful and diverse. I propose:
*Based on the type of elements known, combination spells can be discovered: earth+fire=magma, for example.
*Rock, paper, scissors magic. If he casts that, I can cast this to cancel it out. Make counteraction spells that can be cast on the fly--we can counterattack, so why can't we counter a spell if we have the right spell in our repitiore?
*Bring in game-shaping global enchantments ala MoM.
*Elemental oppositions: Fire opposes water; Earth opposes air.
*Empire's civs could have connection to fire and air, while kingdom is of earth and water (maybe unique spells, units, magical creatures, buildings based on these elements).
*Unique spell ability for each sovereign.
*More spell schools, such as Mind magic, Chaos (I saw a previous poster suggest great ideas for a chaos branch of magic), Nature (bring the druid civilization! the ultimate race to bring back the lush earth!), Order, Sun, Darkness, Alteration, etc. These will provide replayability and many more types of strategy to the game, but since this is an Elemental War of Magic, make the truly earth-shaping spells from the elemental schools of magic.
*Many, many spells. Don't waste too much time with graphics though (at least not at first). A lot of the spells could share effects (a heal spell and a bless spell could both just make the same sparkle) to save time here.
*Random spells able to learn each playthrough ala MoM with rarity (hooray! I got disintegrate! My favorite!)
*Tabs in spellbook to sort by level, school, tactic, strategic, learned, not learned, etc.
*As above poster, magic tech tree is tied to the ability to research actual spells. This could be where u learn to combine different schools of magic to create/discover new spells; summon magical creatures; learn designs for magical items.
*Adventure tech is for going out on quests and finding artifacts that can greatly enhance both units (equipment) and magic (rods, staves, cauldrons, flying carpets, etc.), gold and riches, travelling into the underground (which is possible, we have been told by Frogboy) world to gain the help of the beings living underground (or in the sky, perhaps?). These should be epic and really affect the outcome of the game (be a viable strategy to win). Think Clash of the Titans and the quests to prepare (the old movie, of course!).
*Magic gives the ability to change one type of resource into another. If I don't have any gold mines, then I should be able to research a away to turn materials into gold.
*Shards need to be something that wars are fought over, not just a damage boost. WAY more powerful and exciting.
*Magic needs to vastly change the world before our eyes. By game's end, my kingdom (earth+water) magic should have created Eden on Earth, while my Empire magic (fire+air) would turn the world into something resembling Mordor. I know this happens to an extent now, but I'd like it to be something requiring a bit more active manipulation on the part of my spellcasters, and with great rewards for doing so (far more food, the civ thrives, with larger city populations and therefore stronger recruitables and champions, etc).
Thank you for your time and your hard work! Keep it up Devs! You're doing great!
I think first priority should be given to makeing the game fast and stable.
I have a very powerful system and i get at most 15 fps even on the cloth map and i get out of memory errors after 200 turns without fail. Balancing can come later i just want to be able to play it without predictable crashes
Please please please make better and more varied spells. Exciting spells!! It's called War of Magic for a reason. Lets see actual awesome magic.
Seconded!
Guys, it doesn't make sense that you're tweaking the LOD system to me. If this was the issue, then people with more powerful graphic cards wouldn't be having the same FPS as everyone else. The issue to me doesn't seem to be so much that the items don't fade. Newer GPUs should have absolutely zero problems rendering 10 times as many objects as you guys are throwing in there. The problem instead seem to be that there's some kind of bottleneck on the CPU level when displaying cities. Perhaps all these items that you're trying to display for some reason are being parsed by the CPU first before being passed to the GPU? I don't know.
It just seems wrong that on a game that claims to be easy to handle for older systems, you'll end up with 25 FPS (remember that some people here are havign 5 FPS atm). Unfortunately, it does start to look like an issue with the engine was coded which somehow produces this bottleneck. I hope I'm wrong because if I'm not, this will either be worked around with jury rigging such as the LOD above and never be really fixed.
I'm also very surprised you guys didn't pick it up in the beta. How could you miss this?
You know, that's a rather dangerous thing to state...
Anyway, something I'd personally like to see a lot of improvement in is the magic system; for instance I'd like to see more and more varied spells. Currently it feels like most of the spells are summons or re-skinned attacks. "Global enchantments" (as in MoM) would be nice...
I am in game dev myself (programming) and the work / support you guys are putting in to this is awesome.
Great stuff.
Agreed. There should be a way to make a magic-focused sovereign that should be able to do something every round other than a) using a melee weapon, using a bow, c) twiddling their thumbs.
It wouldn't necessarily have to be 0-cost spells though (though I like that idea). You could for instance also add "Wands" as a new weapon type, and have them do magical attacks (damage modified by Int instead of Str).
Because it wasn't an issue in the beta. Either it's something they brought in with the release code or it's a question of scaling. I went from perfect smoothness in the beta to grinding to a crawl in the pre-release. Though that's just about gone now with the patches.
I think you've put your finger on the sore spot there. If I'm some demigodling a wolf or a bandit shouldn't kick my ass, even when I'm unarmed at level one.
Also it should matter which kingdom/empire I play, get some unique units or techs or weapons or SOMETHING in there so I experience at least some difference. + 10% or + 10% tech just isn't enough. I found this a lack in GC too, it doesn't really matter what type of alien you pick, you're all going to end up with the same lasers and shields and shit.
There's a lot to love about elemental, I still think the idea (and the graphics, I love the graphics style) is awesome, but adressing these issues could make it even better!
But there would be a little side effect.A 10 units stack vs a 1 unit stack = 10 * (1D10 vs 5)A 10 units stack vs a 10 units stack = 10 * (1D10 vs 5)It's the exact same roll ! The only advantage of a stack would then be the number of hit points. You should get an advantage to attack with more people.A simple solution : an attacker that has more units than the defender would get a bonus in attack, unless the defender has the "heroic" ability (for instance dragons coudl get that, so 1000 peasants would get a really low chance to hit it)[/quote]
No, the advantage would also be getting to roll 10d10 in attack instead of 1d10, not to mention the fact that the increase HP will increase the longevity of the unit, making it easier to level. Which is powerful enough. Add in the flanking Wizard suggested and suddenly we have a viable tactical choice. Should I go for the squad or the single soldier? The squad is still by far the better unit but maybe I can take greater advantage of having several single man units for the same price?
I agree completely with Wizard, although maybe the different damage types over complicate a bit. But most of it is spot on in my book.
Tomas
Great job and good luck squashing those bugs.
One of the other major performaceboosters might be looking into the mousecursor. Using the hardware windows cursor surely improves speed drastically for me but it's not as pretty and intuitive as the ingame cursor. The ingame cursor is killing my scrollspeed so I hope you can fix that too.
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