Further Adventures with ver 1.1

or how I lost last week

Do you want the good news or the bad news first?

The good news? I thought so.

After chewing up days playing the new game, I find it a much richer experience than 1.0. Thanks.The balance is much better and the scaling is much more commensurate with the growth of the kingdom. 

 

The search for food as the main priority at the beginning of the game is right on. In the context of the story line, it makes perfect sense.

The new tech trees are pretty interesting. I like the Garden, just on general principles. I also like how the Library changes everything. Some might see this as too much gain at one time, but for me it captured the impact that literacy and access to information has on a community.

I like the ability to make more than one Study, Workshop or Arcane in a city. That makes a lot more sense and adds a dimension of planning to the game that was not there before.

I like that the super summon creatures have been made less attainable early in the game. The Sovereign has to actually fight rather than just toss out spells. I also like the tiered system of spellmaking based on the Intelligence points. I am a bit dismayed that the Spell of Making requires 100 points, however. That is at least 30 levels, with nothing else developed.

The new UI is sweet. The spell pictures are gorgeous.

 

Now, for some of the bad news...

I still get game lock ups. When I bail from the game (by killing the process)  I get an "out of memory" message, which is impressive with 3GB of RAM. Looks like memory deallocation issues to me.This usually happens after I have been playing for a few hours. Maybe it is your way of reminding me to eat and sleep?

 

There is a bug from V1.0 that has persisted in V1.1. When kids mature and show up in my home city, inevitably the six or seventh shows up twice and in one case three times. When I change the card for one, hoping to differentiate it from the other, the change is carried in both instances of the character. I tend to leave one instance at home and take the other out into the world. However, this sometimes confuses the game. Not good.

 

On the whole, if I were your third grade teacher, I would give you an A-. Nice work. Keep on chugging.

 

6,669 views 7 replies
Reply #1 Top

with regards to the spell of making, in this version of the game (1.1) the sovereign does not have int requirements for casting so i suppose it stops the henchmen from casting the spell, who get imbued by you who are extensions of you casting the spell so technically their spellcasting is your spellcasting so you cast it if they do but they are separate from you....

anyways, point is, sov has no int requirements for casting so all sov's can cast it.

 

Reply #2 Top

I was pleasantly surprised in my third game of 1.1 when Relias counterattacked a city of mine with 3 "stacked" stacks of twelve scouts/observers 10att/5def after i had bounced him out of his lightly defended (spouse, wife, one defender) capital.  He actually went around the back of a mountain range to hit a lightly defended city as opposed to trying to retake his capital where my uberstack was resting. 

The actual AI during the 3 back to back battles was still poor, as many enemy units that moved 2 spaces a turn kept trying to attack two wolf units that moved five spaces a turn thereby exposing themselves to attacks from my other units.   He also did not have any casters with his armies which sealed their fates. 

 The funnest thing was the city he attacked was named Helm's Deep and my  two champion casters had gotten to the city just before they attacked.  "Look for me on the morning of the third day... from the east" lol 

Reply #3 Top

Hey, naytchSG, what game are you REALLY playing?  (smile)

Reply #4 Top

Re: Glowing Ember

 

I'm not sure I understand your point.

Any of the Sovereign kids or Imbued could cast the Spell of Making if they were the first to level up to 100 points of Intelligence.

 I like it that each spell has an Intelligence requirement; if your Sovereign does not have that many Intelligence points, she/he can't cast the spell.

In the past, I would spend a certain number of level up points on increasing hit points, strength or dodging. Now I have to rethink that. I want my Sovereign to survive in battle, but I also want to bump up the Intelligence points as quickly as I can to get access to more than beginner spells.

That tracks with the idea that the more experienced a Sovereign gets, the more powerful they become. However, it removes the ability to "Monty Hall" a character.

Reply #5 Top

Quoting hellers1155, reply 4
Re: Glowing Ember
I'm not sure I understand your point.

I like it that each spell has an Intelligence requirement; if your Sovereign does not have that many Intelligence points, she/he can't cast the spell.

 

Sorry hellers, but the sovereign (only) is explicitly exempt from intelligence requirements for spells, so the 100 requirement for the Spell of Making is frivolous (though it forces your sovereign to be the one to cast it).

Reply #6 Top

Quoting ElanaAhova, reply 3
Hey, naytchSG, what game are you REALLY playing?  (smile)

Elana it was 1.1 honest!   Never seen it before in any of the betas or this version.  Never bothered to zoom in from cloth map as I assumed it would be at most 3-4 single troops...  Another thing I would like to see an army strength rating on the pop up screen instead of the single unit stats we get now...  Tactical was still ... unchallenging.>_>   And it was a medium map on challenging...btw.

Reply #7 Top

Right you are.

Originally, I thought the Soverign was tied to the Intelligence requirement. After a few more iterations of the game, and your note, I see I was mistaken.