cool
I would think a popup that tell you that there ARE idle when you try to end turn and asks "Are you sure you want to proceed to the next turn?" would be better (with the ability to mark cities as idle so they do not cause the message). Then you only get one pop up from idle cities.
Finally some juicy news. Can't wait to play next Thursday.
One side think I like to ask is how about Charisma also lower prices on items too. Might be nice to buy a little cheaper but not too much.
Thanks for the post and the screen(s)! Will be interesting to see how it plays out, could have some bloody battles with the hp boost. Nice to hear of more use for charisma.
Sounds great and worth waiting another week.
Some Ideas (many would have to be expansion)
Charisma: How about a new stat called Insubordination given to champions. The point value of insubordination for all your champions cannot exceed your sovereign's charisma. Certain magical items can lower insubordination.
Another suggestion would be providing a combat bonus to all non-champions in battle on your side.
If stats are given to non-heroes: maybe have charisma increase the chance of a unit becoming a champion on level-up, and maybe give a bonus to units adjacent to it if charisma is high enough (only one CHAR bonus per unit though)
Strength: maybe have some side effects
Weapons: heavier weapons require a minimum strength
heavier armors provide a dex penalty, dependent on the armor and strength.
Horses could have a strength value as well, so heavy warhorses would be less affected by carrying a heavy guy in platemail then a sprrnt horse
Intelligence: I think it needs a martial component also. Maybe Intelligence should give a bonus to the max size of a stack? Maybe also a bonus to ranged attack, but not melee attack? Maybe saves vs mental spells as well.
dexterity: maybe it should give a bonus to ranged attack? Also give it a shot to "save" vs single-target magic spells?
con: saves vs maledictory spells perhaps such as poisons, plagues, poxes?
Are regular units going to have stats now also?
Nice. I love what we see about the city popup (as long as it only shows once per city! not once per city every turn). Nothing more annoying than trying to produce a unit in every town, having to check the city manager every turn. This will be doubly welcome with the added focus to large cities.
Is morale gone for good? Or gone until you can do something fun with it.
I hope we can link statistics to values in modding. For example, linking charisma to give better values from a champion - not just prestige - would be desirable. An Administrator that speeds construction of buildings in a town might be better at his work with a high charisma.
Maybe I'm being paranoid, but does this OP mean that essence is being removed from the game entirely? No Impulse build or dev blurb so far has made me think of giving up on the game, but this change might actually make me regret all the time (and the modest sum of money) I've invested so far.
Interesting, I thought it was too high rather then too low. If accuracy inflates very quickly just by levels but dexterity requires significant investments for a 5% dodge chance... why bother? It'd make more sense to pile those points into CON and be able to take the hit that you're 95% likely to get.
With your example of 23 accuracy, I'd want at least 10 dodge to consider it useful. That's 20 DEX. Against a level 4 unit. Against a level 8 unit I'd be facing 31 accuracy and would feel more comfortable with 15 dodge, or 30 DEX. That's huge. Switching accuracy to level * 3 will pretty much ensure that I never spend points on DEX because it's doing so little (I don't consider going from 3% dodge chance to 4% dodge chance to be worth investing in when units die in a few hits).
The current level * 2 for accuracy seems a touch high to me, but it's probably still workable. When we get a beta build I'll test it and let you know. But level * 3 is just going to overshoot the mark unless you want dodges so rare that there's little point in having them at all.
I'm also curious about what armor does now, and how damage/absorption works.
Essence is gone, units dont have individual mana anymore, global mana is used instead (as it was in MoM).
Attack and damage absorb is similar but instead of comparing the numbers and the highest wins the amount of damage absorb (ie: defense) is subtracted from the attack. So if I have an attack of 20 then I will do 1-20 points of damage. If you have a Defense of 7 then you will ignore 1-7 points of that damage.
Im not looking at the code right now, there may be another adjustment, but thats the high level.
Ah. So it's still possible for a high defense unit to roll a 0 (or a 1) and wind up with no defense that attack? That's concerning.
On the upside, scaling HP and lower attack numbers from not having Strength act as such a strong multiplier could make it less of an issue then it was before (combined they lower the chance of a one-shot kill). Thanks for the info.
Thank you guys so much!
The above is starting to look like a really solid baseline to build Elemental atop! I'm still anxiously awaiting the full tactical work of the first expansion, but this is a REALLY exiting start!
Wow, dodge, spell resistance, accuracy, now we're getting somewhere.
That same unit could roll 20 on its def. roll and still get "no defense" if the attacker rolled 21 accuracy, it's a moot point. Just like in DnD accuracy/dodge determine whether a unit is hit or not and then the damage reduction kicks in to provide the final amount of damage inflicted.
Why wasn't essence kept as a cap on how much mana can be spent by a unit during a single battle? Kinda like the casting points in Age of Wonders.
I'd love to see some extended explanations of this decision. The essence vs. mana distinction seemed like the functional idea that would/could let Elemental be a true step forward in the fantasy TBS genre, and I can't see any reason that it would be in conflict with a global mana system if it was treated as both an extremely rare resource in its own right and a stat that affected individual units' ability to channel mana.
I feel these scaling would make Dexterity pretty much of a dump stat for me, and an annoying feature when fighting against dextrous enemies. Using the mechanism you mentioned, the odds of hitting (when Accuracy > Dodge) is:
1 - Dodge / 2 * Accuracy
For example, for Accuracy = 15 and Dodge 5, you have 5/6 chance of hitting. Doubling Dodge to 10, and you have 4/6 chances. The survivability only increase by 25% for a huge increase (+10) of Dexterity.
I actually coded a roguelike that had this exact hitting mechanism, and it worked OK. However, a TBS is not a roguelike, as you are not supposed to do as many attacks for each enemy. So I fear that it would not work very well in Elemental.
My suggestion would be to increase the effect of Dodge, such as to get hitting rates for average stats to around 50%. Then increase the number of strikes to decrease variance. This increase can be done under the hood, hidden from the player (ie: you roll attack 3 times, you get damage proportional to the number of successes. No success: miss, 1 success: scratch, 2 successes: solid hit, 3 successes: critical.) Or you can make all the attacks visible on screen, a little like AoW2, which had 3 strikes per turn, with success rates around 50%.
Nix my post, didn't see Kael's response. Thanks for the update! Looking forward to playing 1.1 before(or perhaps on) Thanksgiving?
Your first draft doesn't deserve a nix. The essence nix deserves a nix.
All posts so far indicate that is not the case, though it SHOULD be. Frogboy has previously stated that essense will be boolean: you have it or you do not.
derek, what are the TYPES of armour vs weapon types effects eg dagger vs leather, arrow vs plate, sword against leather/plate and hammer vs leather/plate?
meaning how will the weapon class fare againt the armour class?
harpo
This. With the preposed stats the only diffrence between casters will be how high of level spells they can cast.
"....and Intelligence is the "magic" stat...." Could Intelligence be renamed to Magic, I personally think that would be more immersive/intuitive name now. "....There are now 5 base stats and..... 5 tech tree branches...." I think it would be nice if every Sovereign stat gave you a small bonus(n/10 %) to research to it's correlated branch(Strength <--> Warfare, Constitution <--> Civilization, Dexterity <--> Adventuring, Intelligence <--> Magic, Charisma <--> Diplomacy). For example 10 Strength would give you 1% bonus to you warfare tech research.
"....and Intelligence is the "magic" stat...."
Could Intelligence be renamed to Magic, I personally think that would be more immersive/intuitive name now.
"....There are now 5 base stats and..... 5 tech tree branches...."
I think it would be nice if every Sovereign stat gave you a small bonus(n/10 %) to research to it's correlated branch(Strength <--> Warfare, Constitution <--> Civilization, Dexterity <--> Adventuring, Intelligence <--> Magic, Charisma <--> Diplomacy). For example 10 Strength would give you 1% bonus to you warfare tech research.
Huh? No. Why would it?
Whoa whoa whoa, hold the phone... Essence is gone?! *Turns to his imaginary assistant.* GET ME THE VP!
No, seriously though, I'm... Well, just a little shocked. Only because this change wasn't exactly made very clear... Whether that was the choice or not on your end, I don't know, don't really care, honestly... It's just a little surprising.
In hindsight, it does make sense though... Perfect, logical, rational sense, and I really don't know why I didn't see it coming... Hence the surprise.
As for other changes...
HUZZAH!
'Nuff said.
There may (I'd expect likely) be other modifiers to dodge, such as equipment, spell buffs, Sov/champion traits, etc. So the final story of dodge is wider than just the dexterity numbers.
It does seem like the marginal effects of some points of dexterity (and charisma possibly) are slight. I wonder if there will be other effects such as equipment pre-reqs or special combat skill modifiers.
slightly OT: One thing that I'd like to see change (unless I'm missing something currently) is for non-combat champions, those with skills like merchant or royalty or farmer, don't have a way to improve their specialty on level up. They can become better fighters, but not better farmers, which serves to diminish the variety of champions over time (since the +1 will be negligible and they'll all be decent at pounding people). I'd like either champion (and maybe soverigns as well if they are given economic talents) to have talents that they can select in lieu of straight stat boosts (farmer II, total +30% to food production, for ex, and other more interesting things); or else simply tie these special abilities into stats as well, so that farmer types give +dex% food production to the city, merchants +cha/10 gold per turn, beaurocrat types give +Int % production to a city, etc.
How does it make sense? Other games with global mana that I am familiar with have a limit for how much a hero can use per turn, which is what essense could still do.
I'm pretty big on manuals being useful and addendums being added (or parts being rewritten) when significant changes take place. Will there be a .pdf file that functions as an updated manual so that players who have been watching the development from the side won't have to dig for information and can have it handily at their side when playing? This would be a big boon for the community and disheartened players.
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