*** 1.09s was released on 12/09/2010 ***
Changes:
4. Fixed a bug where you can't load maps in the map editor.
5. Regeneration spell fixed.
6. Blizzard spell made more powerful.
7. Learning Spell Ranks takes more time.
8. Learning Spells takes less time.
9. Imbue Champion now costs 25 mana to cast.
10. Fixed a bug where escaped units would take place in auto resolve battles when tactical battles get auto resolved.
11. Adjusted cost during sovereign creation of gear (boots and cloth armor).
12. Fixed another issue where some Fallen armor was being unlocked with the wrong tech.
13. Removed the Clarity ability from all creatures with it as it gives mana regen.
14. Tagged spells that are supposed to be resistable are now resistable.
15. Added the ability to resist the tangled web skill.
16. Removed the tangled web skill from one of the spiders that should not have had it.
17. Changed one of the spiders that spawns in a level 3 spider quest to be one without tangled web to avoid stun locks.
18. Adjusted citizen cost of almost all improvements (generally upward trend) hoping to increase the importance of your population.
19. AI equipment purchasing fixed
20. AI players don't treat monsters with the same level of concern as factions.
21. AI will back off on building improvements if they're losing money.
22. AI is smarter at choosing what imp to build.
23. AI smarter about using pioneers.
24. AI won't build parties of pioneers
25. AI will become more aggressive as the game progresses
25. AI more aggressive about acquiring goodie huts.
26. Monster spawning now balanced for new world difficulty settings.
27. Monsters spawn more gradually at the start of a game.
28. Monsters are less likely to attack cities.
29. AI prioritization of what to build has been improved.
30. Difficulty levels balanced for updated AI.
31. After turn 100, the zone of control is only calculated once per year (every 4 turns).
32. Smarter end turn calculations to decrease end of turn calc time.
33. GetBattleRank() no longer recalcs strength and defense because those fucntions are done during CalcBattleRank which should speed up end of turn performance.
34. Spell immunity is checked before modifier application now.
35. Fixed a possible bug where unit armies would kill their subunits when the leader died.
36. Fixed a bug where the tag marking special abilities wasn't saved out properly.
37. Casting a spell now uses all remaining action points (so units can only cast 1 spell per turn).
38. Great Mill now correctly costs 12 materials to build instead of giving 12 materials per turn.
Known Issues (with 1.09r):
1. There is currently no way to target a unit in an army for a strategic spell (without breaking him out of that army, which is a pain).
2. In the design a unit screen off hand items appear black. It is because they are being lit from the wrong side.
I don't think the cheese will be that bad. Generally if you're using these spells, it's because you can't win in melee.
Ideas: make casting "hard" spells require a "Concentration" command which is only avaliable if you haven't done anything in a turn, then the spell fires off at the end of the turn. Won't work of Touch of Entropy though.
Idea #2: disallow casting the same spell twice in a round.
Idea #3: make casting multiple spells in a round come at a penalty to INT. Have INT be a component in more spells (You moved away from this so far, which I personally think is a bad). If your minimum effective INT falls below what is needed to cast it, you can't cast. Sovereigns would be subject to INT on this one feature. They can cast any spell they want as their 1st spell, but the 2nd and following spells would follow this rule.
The problem with this is defining the penalty. -5? 1/2 INT each time? (my suggestion would be 1/2 the int for multiple spells)
I'd consider throwing in an exception to the rule as well, if you have a shard, you don't suffer a penalty for casting a spell of that element perhaps?
(Unsure on this, this idea would need some testing)
I like idea #3 the best. #1 feels a little too "hardcoded rule"-ish for my taste.
I do think after 1.1 in done , you guys should poll us some on what we think are problems with the game mechanics after the fixes- and let's see what solutions can be made via code changes in the first expansion. Things like the resource spawning, spell casting, etc. This would help you guys focus on what we want changed that won't be simple changes.
I disagree. 50-60 mana is a big deal or nothing, depending on many factors like the number of mana resources you find. It doesn't scale well.
I'd agree with this.
As far as tactical casting goes you could have the spells use up a varying amount of combat points instead of always 2. For instance they could cost 1 point per level and max it at 5 or so. A higher level nuke would use up all of a wizards turn.
Hmmm... what about cheesy spells like teleport ? What about potent spells like volcano ? I don't like the idea of chaining volcanos, 1 per round. And the mana cost isn't a sufficient limitation.
Generally, to get that much mana a turn that you can blow scads of it require owning multiple shards.
My suggested solution here: for strategic spells: you can't cast the same spell twice in a round.
Owning multiple shards isn't an issue.
I mean, some spells clearly require a limiting mecanisim. Imbue Champion, because it's exploitable. Teleport, because it prevents having to manage your logistics. Volcano, because destroying a city should give the opponent a (decent) chance to counter (for instance, by having it take several turns to cast... several turns you'd have to spend in front of the enemy city).
Has anyone else seen these:
BUG: All items are being double listed in the Empire Defense tech. Gives access normally, just has multiple entries for "Leather Helm".
BUG: Combat speed calculations and effects are being shown with 4 decimal places.
Nothing personal, I promise, but I must say to that precise part...
Meh.
Give me proper magical counter measures. If the only "counter"* is to have the enemy channeler camping in front of the city and hope for me to be able to have an army that can stop him, we have a very serious problem. Well, another one.
Magic, as techonology, should be dynamic in its development. If you are a Channeler, are you going to depend on mundanes to solve your "magical counter" problems or maybe you will find better to develop your own magical counters? (in addition to mundanes if needed be)
Ok, sorry. I'm done.
* other mechanics like Int requirements, limited casting per turn or even the not implemented "material costs for spells"... do not count as counters.
Five things I would prefer for dealing with spell-cheese and spell scaling:1) Spell casting requires twice the AP it currently does. (Because spellcasting should really be a significant thing that takes a lot of effort from the caster.)2) One spell can be cast per turn per caster. (To avoid spamming cheese.)3) More spells scale with INT, perhaps if not direct damage for elemental spells, with tertiary effects, to keep things interesting and flavorful for the various elements. (So INT is a more useful stat, especially for the Sovereign who is evidently unaffected by INT requirements, which I find sort of silly in the first place.)4) Spell mana cost is increased slightly to compensate for only one spell per turn, perhaps 15-20% across the board for tactical spells (So casters actually have to budget mana a bit, which WILL be a problem if they're flinging less spells overall.)5) All enchantments have more considerable effects that make them comparable decisions to imbuing via means of percentage rather than direct buffs (so it scales, especially for city enchantments), but to compensate, all enchantments require a meaningful initial cost, scaled relatively to their power level and cheese-ability.
While this is not an issue regarding magic, I feel that tactical movement and attacks should be seperated.
To clarify, If i purchase a horse, currently I get +1 movement (Main map) and +1 combat speed. In tactical combat this translates as an increase in action points. It doesn't really make much sense how mounting a horse gives you more attacks or how equipping a dagger makes you run faster. To this end, I devised the following solution
Movement
Your movement allowance in tactical combat would be == to your strategic movement allowance. Hence forth the horse could have its combat speed bonus eliminated. Combat speed would no longer affect tactical movement.
Attacks
The number of attacks you get is == to your combat speed (spells could be handled differently as described in above posts.).
Fairly straight forward. But in all seriousness its easy to design troops with ridiculous numbers of attacks each round because of horses/shortswords and such.
Just Some Thoughts,
Jec
+1 for that idea. It sounds like it would work.
Having a long casting time during which the caster is close to the enemy territory and has to stay there for a few turn gives the opportunity to factions of every play style, including magic-light, to go and kick the offending sovereign's behind. The way they prefer.
We need exploitable drawbacks to those all-powerful, city destroying (or kingdom draining) spells. And exploitable not just by magic-oriented kingdoms.
Base spell points off of intelligence somehow (int*2 or int*1.5) and then assign mana costs to spells accordingly so spells can't be spammed and more powerful strategic spells take multiple turns to cast.
i have not played the beta(decided to wait for official patches) but why not try it this way.
a spell takes action points equal to the spell level. so a level 1 spell takes 1 action point. a level 5 takes 5.
if a spell takes more action points than you have then it goes into the next round. so basically a casting time.
this would prob cause a re-balancing of spell damage and effect but would allow for spell casting units to really be a spell caster. being able to move and cast spells every round.
Anyway...
Derek, I'm dissapoint.
Where is the release date?
I think it would be neat if they updated counter in two particular ways. The first would be to make spells cast at melee range causes a counterstrike from the target (at least unless specified). This would allow for magic spells and ranged attacks to not be counterless at point blank range. The second would be to add a counter spell so that if a spell caster has the spell caster has the spell active they can counter melee strikes and other magic with the counter spell. This way spell casters could use their magics to counter incoming spells.
I mean, I agree that there should be magical ways to counter it. But what about mundane kingdoms ?
Great news about the increased population on buildings. In the long run you guys should look into perhaps having more buildings akin to the archery ranges as this would allow you do use population to make people think carefully about if they want a kick arse army or a uber city. Lets be honest because unit sizes are so small armys arn't going to make a dent in population considerations atm.
This thread here has some further thoughts on the matter https://forums.elementalgame.com/401746
Simple counter- kill the mage casting it. There's also an immunity spell I believe that can be cast on your cities.
If your non-magic kingdom doesn't have a comparative advantage in some area over the magical kingdom- then you've lost. It's a balance issue when the comparative advantage is insignificant compared to magic. I don't feel that's the case in Elemental.
You kill him before he gets too big/powerful. He'll run out of mana eventually- those spells are expensive.
If you're going pure mundane- you'll probably out-number and out-econ him some.
Cool, all the changes look nice. Hate to sound ungrateful but could we get a quick Great Mill nerf as well, it's obviously OP.
Also There is still the monster bug which I have a thread on here.
https://forums.elementalgame.com/401821
I brought this up before, but it didn't seem to get any traction
See: Usain Bolt sets new world record by equipping shortsword
https://forums.elementalgame.com/393547
Derek, is there any chance some of these issues will be addressed in the near future?
I don't know if anyone else has mentioned this yet, but a bug that bothers me is when you mouseover your unit icons when they're in a city, the displayed information is undependable. That is, sometimes my swarm spiders all say 2 defense, sometimes 0. Sometimes they all look healed, sometimes you see the damage (the info to the left if you actually select them remains correct). This isn't between turns or actions or anything; just keep moving the mouse around and you'll see oddities.
Also in my game last night (1.09r), I researched quests, and wile they showed up on the detailed 3-D view, the new quests were not showing on the cloth map - which is irritating since I use the cloth map to precisely control my movement and make sure I didn't miss anything hiding behind mountains, etc.
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