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.
Would be a waste of time since windows 8 is still in an early beta stage.. no telling what will change before its released. I'm sure once win 8 actually releases it will be a different story. Its kinda of silly to expect anyone to support a windows version thats not even finished...
No 113 acc is 113% not 213%. every point equeals 1 %. So if Defenders Dodge is 50 then you subtract 50% from 113% which is 63% change of hitting.
That's a lot easier to understand than the previous accuracy vs dodge system, anyway.
I hope they do something about the attack vs defense system too, it is also difficult to understand at a glance.
Looking good guys Though I have some time to kill this weekend, I don't mind waiting another week.
Most of the changes look very promising, will be fun to try them. I do share the concerns some before me have voiced; the disappearing empires once they have been defeated/surrendered. It's just a really weird feature, whole civilizations going poof just because one guy gets killed or joins a stronger faction. I really hope this will be looked at before release. In case of defeat having the remaining cities become independent, or in case of surrender becoming a vassal or even just joining the stronger faction would be preferable.
Also, I hope you don't thin the tech tree too much (but as I understand the tech tree will be overhauled in the next beta anyway right?).
Sounds very cool.
What I want to know is if damage spells and staffs can be blocked by spell resistance now.
Because I still would like a baseline quantity around which to center the buffs and debuffs. Removing the base quantity isn't removing an intermediary.
Loving the changes! I'd rather wait for a more polished beta. I've been playing HOMM VI in the mean time and it's actually a pretty good game in it's own right. Also seems like some BETA 3 changes might have been influenced from it.
Some of this goodness is reminding me of Final Fantasy Tactics (spell charging, taming etc).....and that makes me a very very happy gamer.
Speaking of FFT.. I think one the genius elements in that was that there was no attack vs. Defense value.. armor simply gave you more hitpoints. Better armor more HP.
Indeed, any news on spell dmg resistance would be great
This seems pointless unless we get actual choice in armor. Right now everyone just uses leather then chainmail and maybe plate late game. All this means is that swords/axes will be worthless mid game and hammers worthless late game, as everyone will have acess to different dmg type weapons of the same level. To make this system work we will need multiple armors of around the same defense of different styles and/or weapon types split into different techs.
I would seriously consider fragmenting surrendered/defeated empires. Unconqured cities of that empire/kingdom should join neighbouring allies or go neutral. This would not only add complexity and fun but help stop military empires from just steamrolling in a subtle/interesting way.
Hopefully this means that encumbrance will be flushed out and assasins turned into a playable class.
Overall I really like the changes. GJ
Oh dear, there goes my mod plans. No stats will make things much more difficult. Oh well.
On another note, a surrender bonus could be huge. If a player defeats a merchant sovereign then they should get the gildar discount for units.
All the stats are still in the game, they just aren't shown in the displays (thats an xml change for the screens you want them on). They are also set (in xml) to not have any bonus (the int multiplier on xp is 0). And the tooltips don't display modifiers if they don't have an effect. So modders can turn them all back on if they want.
Thank goodness. I was wanting to add more acuity stats to the game, such as Charisma and Wisdom, and I wanted them to affect certain spells while intelligence affects others.
That was one of my favorite things about Galactic Civilizations II. It really added a lot of flavor to each race in terms of how they developed. I feel a lot of the time Faction Differentiation is limited because you either give each faction major bonuses out the gate that tend to restrict their role, or bland abilities that don't add up to much in the long run. With specialized tech trees each faction might have to work harder to get better at certain things, but they have the potential to do so.
One thing I've been tossing around in my brain lately is keeping the tech tree the same for everyone, but giving bonuses and penalties to certain kinds of research for each faction, subsequently shaping the direction players want to go in. For example, the Ythrill could get a +25% research bonus to Warfare tech but -25% to Civilization tech. What this would effectively do is keep them ahead of the curve in terms of Warfare tech most of the game, but behind the curve on Civilization tech.
What do you guys think?
Can you have traits that give you resistance or reduces the damage of specific types of magic?
Dragon Skin - +30 resistance vs. Fire Magic or Reduces Fire Damage by 50%
Life Aura - +30 resistance vs Death Magic
Or traits that affect only a specific weapon?
Spear Skilled - +20 attack bonus with spearSpear Master - +20 attack bonus with spear (not damage, just chance to hit) (requires spear skilled) (total = +40 Spear Attacks)Dagger Master - +30 attack bonus with spear (not damage, just chance to hit)
Me too. I have seen a few massive U turns in Elemental history, but this has got to be the biggest. What is the reasoning behind the stat stripping? Streamlining is all well and good, but it can go too far. It seems to me that once a mantra is hooked onto, it's followed to the n'th degree, at the cost of reason..
I can see why they stripped stats. What is the use of constitution if it only influences hitpoints. Why not just change hitpoints directly instead of increasing constitution to get more hitpoints.
I like the idea behind no stats, really wanna try to see it in action! , especially before I judge it .
Sincerely~ Kongdej
I agree with limiting the stats but I also think there are too many traits for each Hero too.Less traits but more unique effect would also limit the clutter.
Exactly and it makes balancing the traits much easier, too. The old stats would have made sense if they were linked to skills for example, too.
This is looking really, really good. I'm glad Stardock didn't give up on the Elemental franchise but instead went with a reboot. It looks like future flame wars will go, "Stardock is a lousy developer! Elemental: War of Magic sucked!" "Who cares? They totally redeemed themselves with Elemental: Fallen Enchantress, one of the best 4X strategy games ever made!"
That was in fact the argument a long time ago when it was announced elemental would be RPG party LIKE WITH Stats. It was something unique to Elemental that MoM or AoW did not have, I personally thought it was an interesting idea but they didn't seem to make up their mind on how traits like Intelligence interacted with level based bonuses
In Rpg games you could have a Mage with intellegence 17 but is only Level 3, versus one that is level 10 but has lower intellgence of 16.
Anyway FE is getting closer and closer to MoM/AoW has they drop things that make it "unique" , though personally i suspect the Mods will have a field day using the traits. I don't know if is moddable but you could have damage from Fireball spell variable on 1) intellegence 2) Level/traits 3) Shards or any combination of.
Dividing stats into primary and secondary ones didn't really work. It is a much smarter idea to just stick with primary ones. This solves the frankly huge problem with strength being overpowered, and allows us much more freedom when designing and specializing units. As others have said most the old stats only affected a single secondary stat anyway and thus were a complete waste of space.
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