Beta 3 has been pushed to next week. Sorry for the delay but we want to make sure it is what we want before we release it.
So lets talk a little about what it will include.
1. Monster rebalance. Monsters have been given strengths and weaknesses. There are a lot more vulnerabilites to various damage types, and monsters have a wider range of attack types.
2. Weapon rebalance. Weapons gain new abilities, armor is more effective against specific types of attacks (chainmail is better against cutting weapons, plate mail is better against blunt). Swords have counterattack, all axes have backswing, spears protect from counterattack. All units that don't use their action automatically defend (you can see it in the screenshot below), much as shields used to do. This means that the first attack isn't such a big deal (since moving into the range of your enemy but not attacking means you are defending and will take significantly less damage form their attack). Items (shields), unit design and level up traits can influence how much of a defense bonus a unit gets when defending.
3. More Spells. Candlecloak, Cull the Weak, Fracture, Gift of Iron, Flame Wave, Tidal Wave and many more. If you haven't seen our latest Dev Journal video, check it out: http://www.youtube.com/watch?v=3ArdQVqLHsI&feature=youtu.be
4. Go Big. Spells do bigger things, curse doesnt reduce defense and spell resistance by a few points anymore, it removes all the victims Defense for 3 turns. More spells have a casting time and a larger effect (and the AI is very good at counterspelling so you may want to knock out enemy shamans and mages before starting your big spells). Summons can be placed anywhere in battle so feel free to drop that fire elemental right behind the enemy archers.
5. Or Go Home. Strength, Dexterity, Intelligence and Constitution have been removed from the game. These were primary stats that effected other things. rather than doing that we will adjust the other things directly. There is still a trait called Strength which increases a unit weight capacity. There are traits that increase a units attack. But they don't have to given together as was happening with the old Strength stat model. Now your warrior types can grab the Strength trait so they can wear the heavy armor and weapons and your archer types can concentrate on the traist that increase attack, critical strikes, etc. Path of the Assassin doesn't offer any additional weight capacity, but does offer attack bonuses, meaning you can do lots of damage but you probably won't ever be wearing plate mail with that champion.
6. More understanable stats. Accuracy it a flat chance to hit an enemy (Accuracy 80 means you have an 80% chance to hit an enemy). Some units have a Dodge that subtracts form this (So someone with Accuracy 80 trying to hit someone with Dodge 20 would have a 60% chance to do so). This way players can clearly understand exactly what bonuses do. A trait that gives you +10 to Accuracy means your will hit 10% more often. That is easier to weigh against a trait that allows you to cast Fireball or gives you +25% to Experience. Spell Mastery and Spell Resistance have gone through the same change, they are flat percentages to have your spells take effect.
7. Faction Differentiation. This is where we have been spending the bulk of our time. As Magnar has their wageless slave legions and the ability to add population from defeated enemies Gilden can create designable Iron Golems if they have enough mana and metal. Though they aren't the best on attack (stay tuned for a post-beta 3 Trog patch to see what that looks like) they are the games best trainable defenders and they take a lot of damage before they fall.
Not all the factions are done, we are concentrating on Magnar and Gilden. But you will find plenty to do with the other factions. Tarth ignores terrain penalties (they move normally through forests, swamps, hills and rivers), receive a bonus when in small armies and get all new bows with higher attack and no metal requirements. They also get Masterwork Chainmail armor instead of Plate Mail armor at Heavy armor, which is lighter and quicker to produce and better against cutting attack, but isn't generally as good defensively as Plate Mail.
Krax gets one handed versions of all the spears in the game, allowing them keep their shields. They also get a Round Shield replacement called the Bronze Shield which gives them an additional bonus versus ranged attacks and they have inherited Tarth's old ability to get +10 defnese when under 50% of their hit points. They retain their +10% per city level bonus to Accuracy, Attack and Defense when defneding cities. Finally Karavox gains the Silver Tongue ability, the ability to spend influence in tactical combat to flip trained units to his side.
8. Some other things, "went home", there are less techs in Beta 3. In general the tech tree is a little thinner than it was before meaning all goodies aren't spread out as much as they were. We really want to make sure you are laboring over what tech to research next. I made some mistakes on tech placement when I put research boosting techs late in the tree when they aren't needed, and I had food boosting tech early in the tree, when they also werent needed. Now education is a 1st tier tech and definitly worth considering vs standing army (spears and wood shields) and civics (the ability to gold rush).
9. More diplomacy options. Whenever you learn a tech you gain knowledge in that category (Civilization, Magic or Warfare). You can trade this knowledge with other players and it is applied randomly to a tech in that category you could learn. If you have 100 Magic Knowledge (because you have been researching a bunch of magic techs) you can trade that to another player and he will get 100 research applied to one of his magic techs. Once you trade that knowledge away it is in the world and you can't trade it to other players (ie: it's gone). We didn't want straight tech trading but this was a good to represent the ability to share knowledge.
You can also demand tribute from other players and they may demand tribute to you. Or you can offer tribute to an AI player that you want to stay on the good side of. If you are powerful enough you can demand that an enemy sovereign surrender to you. If this happens their empire is removed, just like they were defeated but you gain that sovereign as a champion under your control.
10. Better memory consumption (my 500 turn game on a large map last night was only using 1.3 Gb), better performance (Brad is working magic with multiple threads), better AI (we are changing the default difficulty to Easy, the AI is getting to good).
11. Tons of bug fixes, improvements, polish and tweaking. We replaced a lot of the spell icons to make them more clear and distinct, you can see new trees in the picture below. Lots of new traits for your champions to learn.
I think the crit chance should be removed and the difference between accuracy and dodge should result in a critical hit to make accuracy and dodge more powerful:
An attack is a critical hit if: attack roll <= (accuracy of the attacker - dodge of the defender) x 0.25
Are you sure allowing summons anywhere on the map is wise? Doesn't that defeat the whole purpose of having a second enemy line? I suppose I'll have to test this out a bit, but my initial impression is that all sovereign battles will start with a fire/earth elemental (with overpower) being summoned next to (now defensless) archers.
Or can summons be counterspelled now?
It will be good if the techs are more expensive and more meaningful. Then your techs will feel more like accomplishments and meaningful strategic choice.
There could also be a critical miss: when you miss badly you loose some HP and/or you have your initiative temporarily reduced. There was something like this in one of the old AD&D editions. Possibility of a critical miss could be a downside of some weapons, like axes.
Sounds good
Could you tell us how Beastlord will work ?
Make it good guys, no rush.
We all seem to be busy playing Grimrock anyway.
Most summons can be counterspelled (the most powerful ones). Thus far Summons haven't proven to be overpowered, though we will have to play with the balance.
Beastlord is a sovereign history, Kulan starts with it. It gives him access to the Tame ability. Tame is a spell, but doesn't cost any mana. It has a range of 1 and only works on Beasts (bears, naja, skaths, wolves, etc). It has a casting time of 2 and is resistable. If the resistance check is failed then the Beast becomes controlled by Kulan and he gets to keep it, even after the battle (if it survives). It has a huge cooldown so it's not really possible to attempt more than once a battle.
It makes Kulan great for heading out into the wilderness alone and gathering his own monster army. You have to be careful because he does need to stand right beside the beast he is trying to tame for 3 actions. So you can't go grab a Cave Bear or Slag right away. But with some early luck you can grab a Naja, Warg or Great Wolf. Its fairly easy to grab the dog from the Bandit and Dog early wandering monster (btw: Magnar likes finding that Bandit and Dog too, because defeating the bandit gives him pop).
Now, when you say that the enemy empire "disappears" does that mean every city and unit just goes "poof" and is gone for ever? Because that is wrong and unrealistic. The cities and units should become neutral and hostile to everyone. Maybe even add the ability to recruit the defeated faction's units and cities to your faction without conquering them.
I hope that the cross-tree tech prereqs "went home". It makes a specialized tech strategy difficult if you get to a point where you can't continue without having to research all sorts of higher level techs in other trees (Weapons of War / War Colleges / Higher Education / Arcane Weapons)
On the stats, does this mean that if my stat beats your stat by more than 100, then there is no way you can win? If so you will have to be careful about how much can get added to any one stat.
Oh, and pretty trees.
If constitution doesn't exist anymore, how will HP/level be handled?
The changes all seem VERY positive.
I can almost believe in Elemental again, rather than just wanting to.
Guess I'm not playing the mega-game today, but it's all for the best really...
I hope as much sense is shown with the schedule for the final release.
Approximate Quote, from a part of Derek Paxton's Original Post, for this thread:
" 10. Better memory consumption (my 500 turn game on a large map last night was only using 1.3Gb); better performance (Brad is working magic with multiple threads) ... "
Hallelujah ! That, in my humble opinion (IMHO), is the single best piece of News in this Update !
Reduced memory requirements and improved performance ?!? ... Feel free, guys, to take an extra week to make the Beta 3 available. You guys have, totally, redeemed yourselves ...
P.S. I won't even mind, that you went on, to make the AI tougher (sadists, though you are) ...
I love the new combat mechanics. THANK YOU!
Will these stats have an upper limit of 100, though? For example, what if I get a unit up to 100 defense? A unit with 100 accuracy wouldn't ever be able to hit it. Would a unit with 200 accuracy hit it 100% of the time?
Me too. If there are cross-tree tech prereqs then there is de facto one tree visualized as three trees.
Quoting, word for word. More simplification in areas that were already linear and streamlined. I am frankly a bit surprised.
Still, it is what it is at this point. The other changes sound good/great. I hope they can offset what is lost.
I hope they're not taking Jon's philosophizing too far, it can too far into simplicity. You do need some arcane applied phlebotinum in the game.
I find the removel of base stats and thining of the Tech tree to higly disapointing. I play games like elmentel so I can bounce around and do what ever I feel like in game. Not to ride the mini train at the zoo
Glad the stats are getting thinned out a bit. There were too many for any of them to be very meaningful.
Yes, I think with the other changes, it would make sense for crit chance to be just that, chance of a critical strike - no crit multipliers, just a percentage chance of a critical strike. If it is at all possible to put this in, please do so!
I, for one, totally agree with the removal of the primary statistics. They were total bloat without good, tangible benefits (or at least did not confer immediately obvious benefits). Keeping a trait system (perhaps with stronger benefits, but that will need testing) is far more lightweight and would accomplish the same things as the primary stat system.
One suggestion: with the trait system, there needs to be a way for the player to tell whether or not a unit has a particular trait while on the strategic and tactical maps. Perhaps place the trait icons underneath the unit name? This would be a big concern in battle, particularly if some traits require different strategies to use effectively/counter.
Have there been any changes to city management mechanics, or will that be addressed at a later phase of the beta?
All the base stats did was muddy the waters. Why have strength that gives +attack and +carry when you can just have a trait that is called "strength" and gives those instead? They were intermediaries with no purpose.
And still, I will miss them. Having the basic strength, dexterity, intelligence, constitution stats makes the game feel old school somehow.
Just 2 pics and some comments but more than enough for me i am totaly sure that FE will be amazing !
Of course disappointed that the update isn't today but I am sure it will be much better this way. I really like what I see here.
Question: in the screenshot Magnar leader has 113 accuracy. Doesn't that mean he has 213% chance to hit? Assuming he's not going against some uber-dodge unit it's a big waste of accuracy. Or maybe high accuracy gives other advantages too?
Also, I like the new trees. It may be just me but units also looked a little different to me. They look more slender in this screenshot and the whole thing looked more AoWish and cartoonish to me (which is a good thing). I like this screenshot.
If crit chance was the percentage chance of a crit, I wonder what would happen if that attack didn't roll a "hit"? Would it still do a crit anyway? Or just do a regular attack, since it was partially negated by not being precise? I'm interested to hear how crits will be handled in the new version.
And to Kobracan, remember that the percentage chance to hit is attacker's accuracy minus defender's dodge, so I would think that a 113 accuracy just means that you'll always hit an opponent with less than 14 dodge.
StevenAus, no the way I understood it if you have 10 accuracy you have 10% more chance to hit. So, in this case 113 accuracy is 113+100 = 213% chance to hit which is a big waste of accuracy in most cases assuming there aren't many uber-dodge units around.
I guess it all depends on what is the "normal" hit % without any modifiers.
There are many great features available to you once you register, including:
Sign in or Create Account