Just want to keep people's expectations in line.
We are talking about a beta so let me walk you through some of the pain you can expect:
There will be crashes
The team has been working hard on making FE the most stable beta release we’ve done before. However, it will crash as this is the first build that will get widely tested in “release” mode as opposed to “debug” mode.
In particular:
(1) Loading games within games.
(2) Starting a new game within a game.
I spent today recoding parts of this and it “works on my machine” but accounting won’t let me ship my machine with the game.
Balance Balance Balance
We have a long list of balance changes that still need to be made. And let’s face it, a little balance change can change the game dramatically.
Performance
Anyone coming from War of Magic will be happy but we still have a lot of areas to go. If you want to maximize your performance, you’ll want to turn off pedestrians (the little people in the cities) and disable outlines. Those two cosmetics eat up a lot of frames. However, if you have the horsepower, you’ll be good. Make sure you update your video drivers just to be safe.
Anti-aliasing will definitely also slow things down horrendously depending on your config and resolution. The game is going to default to your desktop resolution. So if you’re like me at 2560x1440, think twice about turning on 8x anti aliasing.
Graphical Glitches
Anyone who has bought a PC game in the past few months knows this is an issue that has gotten a lot worse in recent times. Until we all jettison DirectX 9 (this is likely going to be our last DirectX 9 game, sorry XP users) you’re going to have a lot of people with unusual issues that we hope we’ll nail down with this beta as opposed to with WOM when the first “release” mode distribution was the release version (the beta versions all had debugging code which covered up various issues). With FE, the betas are going to all be release mode distributions which means it’ll be like you just got the “real” version. It’ll be harder for us to debug but we’ll manage.
MEMORY
This is a tough one but we really want to keep an eye on memory use. If you can keep task manager up and look at committed memory in the process list, we want to make sure it stays under 2GB so that people running Windows XP don’t have problems (if you’re running 64-bit the game will use 4GB). The game is large address aware.
Content
DO NOT judge the final game based on the content of the beta. New spells, monsters, goodie huts and quests get added in every day.
However: We absolutely want to reduce the number of city improvements in the game. Fewer, more interesting city improvements is the goal so feel free to suggest how we can consolidate what we have to improve on city differentiation.
PLAYER differentiation
The tech trees are pretty similar between different factions. As modders can tell you, this is a content issue, not a game issue. Right now, the objective of the base game is to keep both sides reasonably balanced and let modders go nuts if they want. However, we do plan to provide more tech tree differentiation as long as it makes sense (i.e. no different for the same of different). This has been one of Derek’s battle cries that he has convinced me on over the months.
The AI
The AI plays the game 100X better than say what it did in WOM. But I’ve barely touched the tactical battle code (which is still enough to make the tactical battles 10X better than in WOM since they were totally horrible in that game imo).
What we’ll need help on is strategies you’d like to see each player take. Like in GalCiv, each player in FE has its own strategy. We’ll be talking a lot about how to make it so Altar plays differently than Pariden in a way that players will easily observe. If armies end up similar on all sides, we did something wrong and will have to work at it.
There will be NO multiplayer
While internally we have multiplayer, we’ve turned it off. The release game won’t have it either. The reason is that tactical battles would have to be rewritten to support it (MP code needs to be message based but the tactical battles all call directly to internal variables which makes it easier to have greater performance but it means no MP). We decided it would be better to have no MP than gimpy MP for FE. Don’t bother arguing this point as it’s already been hashed out endlessly internally and it’s decided. We may bring it back in some future expansion but no promises because rewriting tactical is a non-trivial endeavor.
Lots of UI stuff is not in still
We have a victory screen still to go in that’s a pretty big deal. There’s a bunch of other stuff that will go in but by all means, if you have a UI request, post.
Modding and Campaigns are disabled
The beta is a sandbox beta. You will have to have an Internet connection to play the beta because we plan to be updating the XML data online so that players don’t have to download an update to the game just to get a balance tweak. It is not copy protection or anything like that. It’s for our convenience. The end result though is that modding won’t work because it’ll be using our online data.
Beta Reporting will be provided
We will be providing how to report problems here: https://forums.elementalgame.com/forum/1010
There is no NDA
The fate of the game is in your hands in the most literal sense. Because Elemental: War of Magic got such a bad rap (fairly or unfairly is irrelevant), we realistically cannot do a lot of marketing because every article is going to start with “After the ‘disastrous’ Elemental: War of Magic, Stardock hopes to make up lost ground, is it too late?” type stuff followed by comments like “Elemental? Stardock should just give up and make GalCiv III!” The only hope FE has is for people who actually have the game to spread the word IF THE GAME IS GOOD.
There’s no NDA so you can do whatever video you want or post about it or whatever. Do with it what you will.
Now, gotta get back to trying to figure out why particle effects are showing up in the FOW.
See you Thursday!
This is my very first post just to express the sadness about the missing multiplayer
I love most of the Stardock product and I especially like their attitude but I really don't get the multiplayer thing. The internet is basically one of the greatest inventions of our time. Why in the world should we not use it for a turn based game, for which writing some network code should be comparatively easy? Multiplayer also adds a huge amount of replayability: there are already thousands of "custom sovereigns" out there online waiting to be battled!
PLEASE make it happen Stardock. GalCiv would still beat Civ5 if only it had a multiplayer. I'm sure a lot of people would still play it, even years after its release.
I would agree with Stardock bringing in SP-like multiplayer as *one* of the selling points of an expansion to FE. Even if multiplayer isn't really, really, popular, introducing it along with some other fun new features would be a good basis for an expansion I think. I agree with introducing SP-like multiplayer for friends (ie. no online competitive with people you don't know) via LAN and TCP/IP, and hopefully with support for custom modded servers so we could play Heavenfall's finest in singleplayer style MP, too.
I'll be waiting for the final, polished product. All you beta-testers (and Stardock of course) don't let me down!
I have intermittent internet access and would love to be able to play the beta... is there any way of downloading the xml data or making a backup that can be used when you can't connect and use the updated version...?
Look at Warlock: Master of the Arcane- I think that will have MP.
I'm going to get both, and hopefully both are worth it.
I look alot more forward to Fallen Enchantress, but guess I'll buy Warlock as well (mostly for the fun civ-like MP experience I think I can get from it). I just wish I could recommand my buddies that want multiplayer strategy to buy Elemental instead of a simpler game like Warlock.
Elemental FE looks like the perfect fantasy strategy game for me, so the lacking MP hurts alot..... At least it will be the only game I play SP, together with Europa Universalis 3.
Will modding support be enabled at some point before release, so we can go wild and put the system under as much strain as possible? (Also so we can tell you if there's a couple easy-to-implement modding XML features we'd really like...)
Also: hurry up and give me cancer!
Pff and here I'm I was hoping FE was going to be iPad ready
This I can only applaud. I really hated how cities became huge map covering blobs in EWoM, and I was sad to see it was carried over into FE. Having to keep building certain buildings over and over didn't help. It was a lot of non-fun micromanagement, and it didn't help immersion either. While it's understandable that you, the sovereign, are involved in such micromanagement (do we build a house, a workshop, a barracks, or start building a wall around the town) when you are building your first town and only have a few dozen people under your rule, it doesn't really make sense for you to still worry about such details when you are building your sixth city and rule thousands of people.
We won't know the details until tomorrow, but I know the population mechanic has changed so you won't have to build houses anymore. I don't know what other changes have been made to the buildings, but keeping that in mind I would make the following suggestions:
1) No building should have to be build more than once in a single city. If you find yourself thinking "I could really use a second (insert random building name) in that city", then change how the building works. Make it scale with population for instance. There could be some very rare exceptions to this, but I can't think of any right now.
2) No building should have to be build in every city. This condition is a bit softer than the previous one, because I can imagine certain conditions in which you would do something like this. Maybe you're rich enough to build a library and a military academy in every city. Maybe you have to build a mana generating sacrificial altar in every city, just to keep up with your enemy who controls way more shards than you. But in general, if you find yourself building in every town almost every game because there is no real reason not to (apart from a small construction cost and upkeep), then CUT IT. Make it something the town core does on it's own.
3) With every building ask the question whether you, the sovereign, should be making this decision, or if it's something your population could figure out for themselves. It's a matter of scale; small stuff like houses, workshops, pubs, and vegetable gardens, these things your people can handle on their own, and should be covered by the city core. But large stuff that have a large construction cost and/or upkeep should be decided by the sovereign. Things like building city walls, palaces, theatres, temples, and arcane universities.
I enjoy building stuff (if it is done well), and have done so manually in every turn based game. Because of that your No3 I don't agree with. Having options to automatize building stuff is good, but we should be able to do everything manually if we so feel even if we have 100 cities (and that doing so can give a slight edge).
I agree...just having the city "run itself" because it might be inconvenient to the player is a highly subjective matter. Maybe I do want the choice to build a vegetable garden or not.
I also agree that having 10 different buildings which all give +10 research and all look exactly the same is annoying and tedious, but having a single building which upgrades - both in look and boni - very differently depending on faction, for instance, could be an interesting design decision.
Growing cities with buildings is part of the game that I enjoy. I do not agree with the posts that suggest limits such as only one of a type building in a single city. The arrangement in 1.4 EWOM that limits the number of a type building in a single city by level works well. I don't think we should get more restrictive than that.
I feel like this "kitchen sink" attitude is what got WoM into such trouble. Every added feature has its pluses when examined in isolation. But as WoM showed, a successful game is much more than just a list of neato features. You have to have a unifying structure and a commitment to reject new ideas that don't conform to that structure no matter how awesome.
Being able to micro the planting of gardens in your cities for some small efficiency gain is a perfect example. Sure, some people will enjoy having such an option. But does it fit within the concept of the game that Stardock is designing? I doubt it does. So implementing something like this, (and especially giving it an explicit advantage) would just distract and dilute the design of the game.
I never understood the way we have to build one thing at a time in these games. Especially in WoM where you had to build a metric fuckload of everything from houses to studies. I don't know if you guys have ever been to a city, I go to one on occasion, but they seem perfectly capable of building multiple shit at the same time. I know it sounds strange to think that people who are in need of building a house on one side of town aren't waiting for the guys on the other side of town to finish their library, but in real life, we tend to build shit all at the same time.
But, the idea I got from Kael about this is that there will be less, and more important shit to build, like in Civ, so then building one at a time isn't as big of a deal.
I remember Master of Magic well. What kept me coming back game after game was the exploration aspect and the chance to meet new heroes. The game was never well balanced (i.e. Paladin). The AI was never tough. The key: Every Game was Different. I know this isn't MOM2 but you seem to be capturing the exploration aspect with this new game (wild lands, spells). I hope you also nailed the hero/champion part. If so, I will forgive a lot of ills and sing the game's praises.
All I want is for New Game to have more meaning than 7-Eleven.
Cheers
Don't get me wrong, I'm a builder too, and I'm certainly not advocating automating things. What I meant by 'having the core cover it' is that things like houses shouldn't even be in the game (unless it's done well). So like civ, where you just create the macro infrastructure to facilitate growth, and then cities just grow until they've reached their food limit/become unsanitary/become unhappy. Then you can adress those issues, rather than building the houses and fixing the problems.
Sure: Make the UI easily moddable.
Maybe reducing the total number of improvements is a bad idea. Setting a size limit to cities and having thousands of buildings to choose from sounds more fun to me. I would like to see how the game plays, but I think 9 tiles should be the largest a city gets in general. After that the city should start building up instead of out.
I prefer fewer improvements... if you want to spend time coming up with 1000 of anything, make it items, champions or monsters or some other content that is more dynamic towards the gameplay. With 1000 improvements, I'll find the 10 good and build them every time.
I totally hate this idea. My tummy hurts, so I'm not in the mood to explain much. Okay, not totally, up is indeed a better growing than out. But I would only like to have a thousand buildings to build if I didn't have to build them one at a time and they each took 5-10 turns to build. I hated putting 100 building on the queue and then waiting 500 turns for them to be built.
I am suggesting that there are thousands of improvements, but you only get maybe 100 in each game. Random techs and random quests would provide much of the random opportunities. I am talking about replayability here. Especially from the city leveling system.
Maybe it would be better to focus on thousands of weapons or spells, but dammit I want thousands of everything! I will probably make my first mod just content additions.
Certainly, I agree with Heavenfall's comment to the effecdt that if we are going to have 1000 of something lets make it items, monsters, hero's, etc. That is one of EWOM's big gaps - it missed out on the random rewards (loot) and perils (monsters) that made MOM so much fun. Heavenfalls mods in this area were a great help. I hope more will be done in FE.
However, while I don't want 1000's of buildings I want enough that I get that "build up your infrastructure so you can build tougher units" feeling that is so much a part of what I like in 4X games.
I wouldn't mind lowering the number of buildings considerably, and transfering most of the improvements into building upgrades. There's all sorts of interesting stuff you could do with building upgrades/expansions. Mutually exclusive upgrades, upgrade level requirements, special requirements for special upgrades (requires a champion, requires a quest item) etc.
Totally agree with you Sir Linque.
each player in FE has its own strategy. We’ll be talking a lot about how to make it so Altar plays differently than Pariden in a way that players will easily observe. If armies end up similar on all sides, we did something wrong and will have to work at it.
Great news, my biggest fear about FE was each AI using the same AI routines and following the same strategies; ala WOM.
Many thanks for working to make each fraction play differently.
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