*** Released 3/26/2013 ***
Features
When you create a map with the map editor you can now play it immediately (you don't have to exit the game and reload first)
Changed U and C hotkeys to cycle through all units and cities respectively, regardless of if they are idle
When a city is selected, the 'R' hotkey now rushes production
Changed Tab hotkey to cycle through all idle units AND cities
Fixes
Fixed an issue where point light effects from hits can remains in tactical combat
Fixed an issue where a shadow can appear when starting a tutorial game
Updated the treaties to the latest version in Fallen Enchantress
Fixed an issue where a right click can be processed twice and cause delays in animations (most frequently seen with telling archers to attack)
Fixed an issue where the "New Content" button can show up on the main menu even if new content isn't available
Fixed an Issue that allowed player to skip from Summon 2 to the Summon Ignys in the trait tree
Fixed an issue that caused a String not Fount error in the capture Deorcnysse message
50% less Ogre crotch
Fixed an issue keeping players from casting Tireless March on a new unit after it has been dispelled
Fixed an issue that could cause multiple Guardian Statues and Assassin Demons to show up to defend a city
Fixed an issue keeping Iron Golems from being trainable
Fixed an issue where players can get win achievements when they lose
Fixed map editor problems where former map assets would stick around if you made a new map
Fixed an issue where monsters could be spawned with negative level (and cause all sorts of weirdness)
Fixed an issue where Inner Fire raised the wrong creature
Fixed bug where the AI didn't mark its last interaction with the local player in the case of some interactions, like asking for peace or war against a common enemy, which could have caused these messages to show up more often than intended
Fixed bug where if you started a game with some sovereigns leading the same faction, such that a temporary one had to be set up for them to lead instead, if you used Ctrl+N to get a new map, these edited factions would all turn into Altar
The camera no longer centers on an object that you personally click on unless it is nearly off the screen
The camera now always moves to a selected unit if you click on it in the empire tree, regardless of if it is already selected
Fixed bug where selecting a city through the empire tree or the cycling hotkeys didn't select it correctly, causing you to be unable to select it when you clicked off it, and leaving the last selected unit selected still
Fixed the Dagger of the Leech
Fixed an issue where some units couldn't equip the Glyph Helmet
Fixed an issue allowing players to select Bruiser without getting Brute first in the warrior trait tree
Added the missing Archers faction trait back (we found it in Tijuana, drunk with a handful of singles stuck in it's belt)
Fixed an issue where path costs werent taking free movement through cities into account
Armies cant fly anymore, unless every member can fly
Balance
Added a cooldown to the Wisp Healing Light ability
Mounts add additional training time to units trained with them
Reduced Wolves init slightly
Reduced Bragni's weapon to a Boar Spear
Add lots of new AI units
Reduced random event frequency
Reduced Flame Dart damage down to match the description
Lightbringer's blinding light ability when summoned is now resistable
Switched the Treasury vault to correctly give bonus gildar when Producing Wealth
Removed Dodge 3
Moved Rain of Arrows under Precision 3 instead of Charge
UI/Art
New Cave Bear model and medallion
New medallion for Huhrus the Ogre
New Gilden Plate Mail
When viewing a units trait tree it doesnt say "Choose Perk" anymore
Yeah I gotta say I personally have been enjoying the 30 pop cost, as jirkaesch said it presents a real tough/interesting strategic choice.
Does cause a problem with outposts though. Need to be able to build them with less of a cost.
Not sure about it hurting AI, will have to take other word for if it hinders AI. I still get my butt kicked anyway!
Have we just given up entirely on the idea of calling it "gildar"? Because I'm fine with that if we have.
On higher difficulty levels, the AI gets tons of free gold, so with a 30 gold cost, the AI players can just spam Pioneers without a care. With so many Pioneers, it makes it easy for the AI to just send them out randomly and hope for the best, like ants, rather than putting any thought into what it's going to do with them.
With that in mind, while we could make a mod to change the Pioneers back to a Population cost, and make a separate unit that can create Outposts, the AI might not understand what's going on, and either not make any Outposts (if that ability is removed from Pioneers), or it'll just continue to use the Pioneers to make its outposts at increased cost to itself over the cost to us. I'm not sure if this can be controlled from the XML.
Changing it so there's a 30 population cost on the Settle action would probably work for the AI, so it could still spam Pioneers to its digital-heart's content, but still pay up in population when settling, and you could also solve the issue of over-costed Outposts by making the Outpost action have a different cost, maybe 30 gold, or 10 population, or something. I'm not sure if this can be changed in the XML for a mod, either.
Another vote here for this idea. Also the population should be reduced only after the pioneer has been created not while the pioneer is waiting in the production queue
Anyone know what day is usually patch day?
Cheers
Indeed, Pioneers costing population is no longer the hinderance it was, as you will experience sudden rapid growth from your relative food surplus skyrocketing. On the other hand, the change to using gildar instead makes Wealthy even more mandatory a pick for custom Sovereigns.
Thursday
cheers
Something should probably be done about Champion EXP. Right now, I gain champions and then I send them to search or sit in my cities doing nothing. Why? Because early in the game, I usually don't have enough troops to support or monsters/quest to fight to level more than one champion. Anyone else end up playing like this?
I play with dense monsters, and go ahead and pair up max two champs. It cuts exp in half, but seems to be a good balance. Once I get a third, then fourth, they will become another duo. The monsters are nearly endless...mid game I had yet another army stack and still had creatures to fight.
Oh, and I support using pioneers using population and scouts using gold for outposts. I hate pioneer spam and really feel it can't go back to the way it was.
NOOOOOOOOOOOOOOOOOOOOOO!!!!! Would you settle for a compromise? 15 gold and 15 pop?
So, Kael/Derek, what is the goal with this beta?
I guess my main question is whether or not the LH beta is content complete? Are there plans to add more heroes, add those last two factions back in, add more skills, add more monsters, & add more battlegrounds?
Or are you just looking to tweak existing content and possibly mess with skill trees?
It seems that the pioneer cost is too excesive for the outposts. I suggest instead of changing the cost of the pioneer, buff the outpost to justify the cost of the pioneer. That I think would be a better solution to the problem. Under the current circumstances the outposts are good for their purpose, but maybe add something to their functionality.
Can we have the fix to the BuildingRequirement Prereq type in the XML? It'd help a lot when modding.
Is the scenario going to be restricted till 1.00 release again??
(cause that didn't work out so well the first time around)
Thanks god
Strongly agree that changing pioneers to cost gold instead of pop is a huge step backwards. I really like the strategic choice we have with pioneers costing pop. Plus it finally makes food production worthwhile, which has been sadly lacking before pioneers cost pop.
If pioneer-pop is hurting AI by their producing outposts, the fix is to, as firefly and others propose, make outpost creation separate such as by using scouts.
Having pioneers make either outposts or cities seems a poor game design, as outposts are vastly inferior from cities. So, the cost for making outposts should be much less. Plus scouts makes sense, as outposts are kinda a building version of the scout unit.
So please to rethink this.
One thing -- I'll often create a pioneer when I don't plan on making a city, if a city is nearing max pop while still accruing pop, and I either can't or won't be adding +food buildings/techs in the near future. I don't want the +pop accumulation 'go to waste' so creating a pioneer knocks down the pop so it can then regrow while the city is doing other things. These 'surplus' pioneers are perfect for outposts. Still, I'd rather see Firefly's above scout-outpost suggestion implemented.
The AI just does not expand well with pioneers costing population, making most games very easy to win. Unless that is fixed somehow going back to pioneers costing gold is a better option in my opinion. Its a single player game if you don't want to spam pioneers then don't.
30 pop to build an outpost is too much, especially in the early game. 30 gold is about right, but ridiculously too cheap to found a new city. I think this change is going in to fix the issue in 0.50 with the AI's cities never growing.
I think the pop cost for pioneers is really a fun change. I have very much enjoyed it, but it has definitely meant that I don't build outposts until I'm done expanding (Which I don't think is the intention).
If you don't want to do a separate unit for building pioneers, perhaps just have the population return to the nearest city when the outpost is founded.
What are the odds that Brad's trying to get the AI to work on an internal build that has pioneers costing pop? Meanwhile, they'll get us play-testing the beta with changes that will make the AI more competitive so we can find bugs in gameplay that wont show up if the AI isn't competitive.
*claps* Yay I can finish my game now! I cast another vote for Firefly's idea, leave Pioneers costing Pop, give Scout the Create Outpost ability.
An alternative to Firefly's idea is to refund the population cost to the city controlling the outpost. Then the cost is mute for the outpost building, but could also provide a different mechanic of transfering a population. Also, it could cost to build an outpost 30 gold and still refund the population back to the controlling city (this alternative will be a feature request, as I don't think it can be modded).
I think balancing the paths and making them more interesting is easier if you use this suggestion: https://forums.elementalgame.com/441857
Oh noooooo (But of course the AI has to learn to live with it)!
But I can't see it on the patch list. Am I blind, or just not seeing it because I don't wan't to see it?
&
"Mounts add additional training time to units trained with them"
- My God, I love this change. Hopefully it will help vs human horseunit spam.
I don't really give two shits if Pioneers cost gold or population, but I am clearly in a minority...
so Is this pushed to us via steam on Thursday? Just thought it odd we had patch notes but when I played last night I was on version .50 I think.
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