All right, we are stable again, I can play for long stretches without crashes, and get to reload save games. Time for testing.
This newest version of the game is very VERY close to "Excellent". There is a great deal of good polish in the last few releases which have made the game look, feel, and act like a finished product (something that no Elemental related release has done before, so kudos on that). There are still a few significant things that really impact the feel and playability of the game which have really stood out to me.
Cosmetic: Most of these have a pretty significant overall impact on the feel of the game, but are of limited mechanical impact.
Mechanical There are LOTS of significant issues with timing that I assume come about due to how the game was multi-threaded, and it makes the game REALLY trip up over itself in a frustrating fashion.
Balance A lot of this is simply my opinion, but I feel they are worth noting.
I agree with everything except nr 2 and 3 in the balance section, yes everything, fantastic post.
Trained units gain way too much from levelling up, we agree on that much, my biggest peeve is the amount of HP gained from levelling though, its massive, and I would not cap it, instead I would lower the amount of HP gained to 2 HP or so, its still huge, but will require double the amount of levels to get to the same craziness as in the current build.Of course you would have to rebalance HP per level benefits and penalties from blood abilities.
Gilden... What is the amazing array of tools, I don't understand the issue at hand here, I don't feel Gilden does any better than Tarth, and usually Magnar and Karavoxx is the only real enemy AI's. (Magnar because he is powerful, Karavoxx because he have nice start-up powers and robs YOU of your champions, bloody annoying enemy -.-).AI strength usually depends on where the AI's start, and who is surrounding them.
That said, everything else in your post is fantastic,
Sincerely~ Kongdej
The solution to defeating an opponent who's investing heavily in armor, is to go heavy magic. I don't think they make it clear, but magic damage ignores armor completely. A heavily armored unit is still vulnerable to mages and magic-weapon wielding units.
Along with the way that armor interacts with the type of weapon is also poorly described. But my understanding is that blunt attacks always ignore a large percentage of the armor value.
Oh, starting position is absolutely king in how successful your game will be. That's why we have a hotkey with no "are you sure" pop-up to start a new game with all the same selections. I would still prefer some tweaks to starting location guidelines, but something is better than nothing.
That said, Gilden has:
Altair's real key ability lies in the RNG's decision to give you early quests which is pretty slim. Porcipinee's lies in having access to shards, since her construction penalty is really severe, and she relies upon the magic outposts to buff her relatively fewer cities. Tarth is pretty good overall, but their primary ability is to avoid the means of gaining experience, which can be a disadvantage if the player does so too much.
As an aside, I also hate Karavox, but its because he pays everyone else to hate you, which makes diplomacy near impossible while he is on the board.
It is usually pierce attacks that ignore armor (pikes, bows), although there are some cutting weapons that do too. But I think pierce attack always ignores armor to a greater or lesser extent, depending on the weapon. All this means is that a certain percentage of the attack roll is added without being reduced by armor. So if you had a pike that ignores 66% of armor, that would mean if the attack roll was 15 and defense roll was 10, 10 of the attack roll would be applied plus (one third of attack roll - one third of defense roll) = 5 - 3 (or 4) = 11 or 12 damage done. At least that's how I think it is calculated - a certain portion of the defense roll does not reduce the damage done at all.
If anyone who knows wants to say more, go ahead, it would be good to have this clarified.
I think too think altar is Meh, and the new porcupine is rubbish
To be clear, Pike vs 15 defense looks like this:
13 Attack, 66% armor pierce. 15 Defense against Pierce.
15(.66) = 5.
Max Attack = 13 * (13/(13+5)) = 13 * .722 = 9.4
Min Attack = 9.4/2 = 4.7
So you do 5-9 damage (rounded in the UI, not in actual damage) per soldier in the unit. That can be 45 damage max in a group of soldiers, which is totally devastating. I would like to see bows get something like 10%, 15%, and 30% armor piercing as you make better bows. Right now spears are the only thing that really uses pierce well. That and magic.
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