The coming 1.1 patch




Sry for double post, but completely unrelated.
I have a fix here that I've thought of.
Borrow from the old L5R RPG's
Instead of one dye roll, use 9 die rolls.
Recruit units get the 5th best roll
Regular units get the 4th best
Veteran units get the 3rd best
Elite units get the 2nd best
Or something along those lines- that would reduce the randomness, while not eliminating it, and reduce the randomness most for experienced units. Might be rather inelegant, but with computers, the number crunching wouldn't be an issue.
It was said earlier (although not in thgis thread) that spells will have casting time.
That is the proper way to handle how many spells of which type can be cast in what time frame.
Right now that feature does not exist so the more powerful spell is always better.
If there was casting time, smaller but faster spells would be far easier to cast without getting interrupted. = choice.
I think that is a good suggestion, but it could make INT too weak, because the only benefit of high INT would be that you get a spell earlier and that you have a higher Spell Resistance.
Because it's really bad when you can fire off giant world-altering spells instantly. The reason all those other games have a casting points limit is that it lets you balance much stronger spells against the time to cast them. If I can cast "summon Wolf" in one turn, and "summon Chaos Lord" in one turn... which one do you think I want? With casting point limits, I can summon four Wolves in the same time as one Chaos Lord, and casting anything else slows down that summon further.
It's the same for the global enchantment spells some of us want to see. Something that puts a flaming wall around my borders and damages ANYTHING that tries to enter my territory is probably not something I should be able to instantly put up on a whim. Ditto with spells that enchant roads, spells that clear FoW, and of course spells that win the game. That last one is just plain silly. Where's the tension of starting the spell and causing the world to shudder as I gather so much powerful magic? Where's the chance for AI/other players to try and stop me from finishing that spell? I mean can you imagine a space race victory in Civ where you research "spaceships" and poof, you win the game? It'd be lame.
And it has the same problem in tactical combat. If I've got strong AoE tactical spells (which I hope we will), and all I have to do cast them multiple times is imbue champions without having to worry about casting points... I'll bring four of them to every fight. How much of your army will be left standing when I lob four high power AoE spells at you on turn 1?
Sometimes stuff put into other games is there because it solves a very real balance problem.
That's dodge, now. You roll dodge vs accuracy to hit. Rolling a 0 on your defense roll means that your 50 points of plate armor somehow fail to exist entirely for that turn. With how random the rolls are in Elemental, that was what caused a lot of the one shot wonder problems in previous versions. (and it also causes runs where you roll high every time and the unit is effectively invincible)
So for practical purposes Essence as a mechanic is gone. There's no rationalizing. It's quite clear that it's gone as a stat. Now we have "isCaster" as a flag.
Over beta Essence was reduced so far in function that I don't care about it going away a whole lot, TBH. The original concept was pretty much non-existent in 1.0 anyway.
That said, we do need a casting points stat of some kind.
Oh here's a question - if INT is your spell resistance stat, is there a stat for spell hit? Or is it the same as the melee accuracy stat? And on a related note, what are the dodge/spell resist stats for normal trained soldiers?
But weapons can have the two stats as well. Example: Crappy heavy sword has 1 Attack and 10 Damage, Kickass tiny sword has 10 Attack and 1 Damage.
Stardock is making a complicated system that will end up working the exact same way as the "standard" system as far as I see it. Unless I'm missing something.
Awesome. 1.1 sounds like it's going to make Elemental a whole new game.
Yep. Increased combat morale would fit charisma really well. Though it shouldn't stack if there are multiple heroes present in the battle, only the highest bonus should apply.
This is very exciting stuff. I can't wait for 1.1 now.
Something I'd like to mention: One of the issues in games like this where you want to allow heroes to have a non-combat build (in this case: charisma), is that a build, implies experience points, and at this point, the only way we have for XP gain is via combat. To truly allow non-combat builds, we need to have a way to gain levels outside of combat. The obvious candidate is XP from quests. Something to consider.
Or maybe morale should have an area of effect, or a unit limit. So that when you have a lot of units or they are too spread out, it would make sense to have more than one hero with them.
Am I to suppose that if I lower the Charisma to 5, I get negative Prestige? ![]()
One of my grumbles with Civ5 is that the UI won't Let me end my turn until i've ordered every unit. Sometimes i'll know about a unit and want it to be idle. Now I have to click that for every such unit. Seems a waste of time for me. Have it as an option sure.
This city idle dialog sounds similar to me. If i want a few idle cities in a large map this could get Very annoying. Especially since global resources in Elemental often leave me wanting several cities idle to save resources. Please tell me there's either an option to turn this off an 'ignore idle' option for every city or at least the option to, say, produce wealth until told otherwise.
I'm not a believer in adding more "stuff" to games just to have more "stuff", but it pains me to see Wisdom being stripped out. Could you find no other use for it? Maybe another non-combat application of a stat? Bonus to tech or arcane research when in a city?
Thx for the update. ![]()
So why doesn't Toby get the honor of unveiling this? Kael is Johnny-come-lately and steals Toby's thunder!
Ok, Synchronous notifications are nice and all, but they interrupt one's play style and force the player to deal with things he might want to ignore until later in the turn.
Think of Civ 4 and 10+ cities finishing construction on the same turn. Jump from city to city to city....
A-Synchronous notification system + End of Turn warning would be much much better.
Interesting point. How to level up a non combat sov. or champ. ?
Not sure how it works in Elemental, but in AoW heroes gain one skill point per turn regardless of what they do. Perhaps something like that + a bonus if the sov is stationed in a city?
The stat changes do sound like an overall improvement compared to 1.09, bit I am disappointed that the essence stat has been removed.
Keeping essence would have been a great way to further diversify spells, tactical abilities, and/or units. At the very least the code could remain in for use by the modding community, especially since it was debugged and functional.
Oh well, maybe next time...
The changes to combat look good, I would only strongly advise to give us a tooltip that tells us the hit chance against each opponent when we mouse over one of them while having our unit selected. This would much enhance the tactical decisions during combats. An addition to this would be to do it like Diablo 2 where more opponents of the same kind you fought more info about their strengths and weaknesses you could get, so maybe when you first fight them you know 0, second time you know their HP and 3rd time you know their dodge/defense stats so the game gives you the tooltip I mentioned above.
Also I would suggest using terrain to give both bonuses to dodge and armor(defense). Like rocks could give bonus to dodge due to weapons hitting that instead of the target while things like shrubs giving a small bonus to defense due to slowing arrows or interfering with sword attacks and such.
Also things on the battlefields that can burn enemies if they get close together with attacks that push targets would be great.
Then large beasts that do cleave attacks (hit more then one square), or that can stun with their attack if they do enough damage (this could be a bonus against lightly armored targets as they will take more damage) and so on...
Stealth assassins that always hit and do double damage with their first strike in combat (and are invisible to the other side until they do so) would be a nice addition. Two-weapon fighting, then melee weapons that have reach (and get an free attack when opponents walk into the square next to them to engage them). So many cool things could be added in the upcoming expansions (like flank), please do not be afraid to do so.
The idle pop up thing to me wasn't even needed. On the left city icons, there is a yellow bar showing building progress and a red bar showing training progress. Having these pop ups will get very irritating very quickly imo. The problem with the icons was that you couldn't scroll them. So if you had a few different champions walking around and/or tons of cities conquered, you couldn't scroll to see the ones on the "bottom"
I like everything else, about the adjustments to attributes and effects on the battlefield. Allowing more diversity and more equipment without blowing the balancing sounds great. Can't wait for 1.1 next Thursday.
Oh wait .... I have been waiting for what seems forever! Not complaining, I'm glad to see the dedication, but just venting my frustration.
BTW, there wasn't anything about making changes on the battlefield so that attack turns were based on the unit instead of the army just taking turns, is this still planned? IMO this will make battles so much more fun and more strategic (seeing which enemy units are coming up first and attacking them first, and knowing which units you have will be attacking first, etc.) I know it is a HOMAM type of thing, but it made battles more unique and fun than just army 1's turn, unload everything you have, army 2's turn unload everything, then see who is left standing. Also, units which will not be so heavily armored will have faster combat speed or turn speed, allowing for more attacks than the heavily armored slower units makes much more sense and fun, allowing different tactics for units instead of just piling on the heaviest armor on all units.
Thanks though, I am appreciative that you guys give feedback/updates, and doing what ever needs to be done to make this the great game it can be.
Another suggestion: how about tying INT and casting time? A high int will allow the overpowered spells to be castable more quickly?
Welcome Guest! Please take the time to register with us.