*** Released on 2/26/2013 ***
Features
Added the Majesty spell
Fixes
Fixed the quest that reduced the occupation unrest penalty (bonus: modders can now modify any elementaldef attr)
Fixed the Blood Season event
Fixed an issue that caused Deorcnysse to not have any production or food
Fixed Shadow World to be castable anywhere
Fixed an issue keeping the Confusion spell from showing up as a spell
Fixed a gamesave corruption issue
Fixed crashes
Fixed an issue that can cause bounding boxes to get offset (ie: you click on one tile/unit and it selects a different tile)
Fixed an issue keeping the Cloak of Thorns spell from working
Fixed the Strange Noises quest to correctly give the wolf pups
Fixed a hang issue (game goes not responding)
Fixed an issue not allowing players to settle in the Ruins of the Imperium wildland (and therfor be unable to conquer it)
Fixed the Loner trait
Fixed an issue cuasing plague stalker lairs to look like empty tiles (this is why many people thought the asaq wildland was broken, there were other goodie huts you needed to clear but there was literally nothing in the tile displaying them or icon indicating they were there)
Balance
Conclaves generate more Research but less Gold
Forts generate more Production but less Gold
Animal Husbandry gives +10 food per grain
Granary gives +35 food per grain instead of +25
Mill gives +4 production per material instead of +3
Slave Pen gives +4 production per material instead of +3
Labor Guild gives +6 production per material instead of +5
Refined Agriculture gives +10 food per grain instead of +5
Overhauled the tile yield system, in general the crappy tiles no longer show up, the good tiles do and are more varied (no more oceans of tile yields, instead you see 5-6 spots with different yields)
Increased the base production per material from 6 to 8
Towns people automatically destroy the Forge of the Overlord components when they're conquered to prevent them from falling into enemy hands
Champion Recruitment cost gets gradually more expensive based on the # of champions the player has
Tireless March can only be cast on one unit at a time
Blindness lowers the victims Accuracy by 25% instead of 50%
AI
AI is more aggressive about researching and completing the Spell of Making victory (maybe to likely, beware)
AI more likely to value lumber improvements as production boosts
AI players now sell their loot to the item shop
Reduced AI valuing of various treaties to get rid of the "If you pay me 120 gildarn I'll give you tradea greement worth 1 gold per turn" popups
AI is more likely to ask for peace in war based on larger strategic considerations (rather than a simple military might calculation)
AI is more likely to bribe player (human or machine) to go after other players IF the other player already has poor relations
Modified AI relation weights
AI players will try to acquire mounted units more effectively on normal and higher difficulty level
Updated Diplomacy Relations system: Relations are now longer calculated. Instead, each turn, a player's opinion of a player is measured and then trickles into an overall bucket that results in relations slowly changing over time
AI interacts more with players
AI Sovereign does a better job of searchinh for a good place for its capital rather than relying on its starting tile
Only certain types of AI personalities will aggressively target the spell of making victory path
AI Sovereign and champions more insistant on having support units before going out into combat
AI is smarter about where and when it builds the various Forge of the Overlord components (more defensible)
Fixed glitch that caused the AI not to "see" certain tiles as being able to be settled on
Added 115 new unit designs for the AI to use (designs from Kongdej, thanks!)
UI
We've add an indicator on the faction power panel when a player controls the towers for the spell of making victory (so players have an earlier indication that the AI is about to end the game)
Lots of good typo and desc fixes from TBS Gamer (Thanks!)
In my game all the AIs were building the Towers quickly. (It seems the Tower of the Overlord takes a lot longer to build though - either that or they were getting attacked by other AI players.) I had to stop adventuring and start attacking them to take them down. However, it might be the tech trading bug where AIs get more trading points than human players for the same tech that is enabling them to progress so quickly to the tech that enables Master Spell Victory. The biggest hurdle is getting to that, and I think they might be getting there too early for it to be based on fairness.
The speed at which the AIs get the towers is certainly off. This needs more balancing to ensure a proper and fair experience. Perhaps the idea to pursue the Spell of Making victory should be tied to a certain random trait the AI leader gets, or else all the AIs will pursue the Spell of Making, which is... odd. Also please take into account that if all AIs start building towers, all other AIs will start declaring war on them, which is not fun.
[Bug1]There is still the bug - if a tech finishes researching on the same turn as you win a Spell of Making Victory, after showing the victory cutscene the game shows the tech screen and then hangs.
[Bug2] Also, if you lose a city and the city gets attacked by some other AI faction or the Monsters or Denizen factions, you get the option to autoresolve the battle. I'm not sure whether it has the option to play it manually, but the popup should not appear if you've lost control of the city, even if it is on the same turn.
This is exactly what happened to me as well, except the cutscene didn't play either, the game just hang. I had to end process...
Also, the AI managed to build a city on a River tile, so something is not quite right for denying the AI the founding use of tiles that the human player can't use.
See this save for the AI-built city on the river (which I now own), and the crash when the next turn comes at the same time as the Spell of Making victory.
https://dl.dropbox.com/u/8710134/1-29%20Two-36%20Win.EleSav
So far, outside of any bug issues, I am really liking the changes , particularly diplomacy, pacing (game feels faster), and the variable yields.
Just need to fix those bugs/glitches.
So far my 1st game is going really good. I got 1 crash and I have 2 issues....
http://dl.dropbox.com/u/15383583/debug.2.15.2013.822.rar
The power screen is acting like there is not enought room to put in everything
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Here I meat the player but never got the meat player screen and not added ot power list.
cheers
Now every time I fight a dark wizard and use autoresolve, I win! The dark wizard is not using his spells in autoresolve anymore. FIX IT!
Definitely not liking the 'stealth change' to pioneer production (bug?). 30 population was better than 30 gold.
The current system for calculating yields has some weird quirks. Overall I like it but the yields on tiles right next to forests and rivers are odd. They have super high materials or food but usually no essence, not even if they are right next to a shard. Some adjustments might be needed because right now I never build right next to forests.
Balance suggestion from playing around:
Noticed AI building towers, beat him up, I have the towers and now everyone declares war on me. Might be a good idea that towers get destroyed if you conquer a city. I could see someone just waiting for the AI to build, conquering, then going for a quickie mastery win.
It seems autoresolve in general is extremely powerful compared to manual battle.By trial and error I have now found that autoresolve will make me win battles I would most definitely loose if I chose manual.
It also does the reverse. Autoresolve as it is now, is broken and is something that needs to be fixed hard by FE.
Probably the only real solution would be to get rid of auto-resolve. Auto-resolve is designed as a simulation of the actual battle. The results, generally are pretty close but there are gaps. I'll ask them about the Dark Wizard thing.
Please don't. Broken as it is, it's still very very useful in dealing with small threats.
Yeah, I can understand this, I only use it for the small battles that are too bothersome to do.The real joy of this game is to do the big battles manually anyway.
Oh, and btw, I was extremely negative about this game during beta - but you have done a great job!This game is only getting better at each update...
So you can't do the AOW3 solution, which is to run a tactical battle in the background and then apply that to the results, or is that what you actually do, and it's just not working right at all in enough situations?
One idea: instead of quick/tactical battle, make it a 3-choicer: quick+use no magic, quick+ use magic, tactical.
harpo
It runs the same simulation as the tactical battle except it doesn't load the map which has to be simulated. The problem comes in when trying to figure out distances and such. I'm not really that familiar with that part of the code, I wrote the tactical AI but didn't have much to do with the auto-resolve code.
I do know the primary goal of auto-resolve was to get the player back to the game as fast as possible. It was a perf choice at the time it was designed.
How hard would it be to quick load an ugly map and play it out? I do think this is a real problem, especially if this is how AI's are doing combat.
I think this would be a welcome change, even if it meant some increased turn time. (and that increased turn time would largely be early game)
Curgen's imperium still doesn't unlock when cleared
Warg's dont seem to have the +2 initiative
AI town building not optimal - Thank Heavens
On Hard they build workshops but not masons or mills - I am sure they have the tech beacuse of the AI Trading bug
The problem isn't so bad when it's AI vs AI. People don't see or care much. Having a map involved with just player initiated autocombat would keep turn times the same as now.
It could just be a generic map which could be in memory all the time..
I agree. One of the features of AoW3 is going to be that auto-tactical combat is played using the map and the same rules as regular tactical combat. If Triumph can do it, so can you.
1/ AI has more difficulty settling than before: sometimes it does not settle at all. And it still does not put enough emphasis on city spamming, and does not pick the best tiles (best = geometry to cram in more cities, then essence, then production, last is food - AI seems to have it reversed)
2/ Another AI-crippling bug is still present: when a goody is inaccessible (either because of terrain or occupied by unit), AI clusters around and idles forever
Brilliant! This should balance things out a little. Please don't forget the time to actually cast the Spell of Making (10 turns is too fast) and the cost of the Forge of the Overlord components (50 gildar is too cheap).
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