v1.2 memory progress

Outside/inside POV

Well it looks like v1.2 is going to pretty much take care of the memory stuff. The next step will be to have the game mechanics take care of the remaining things and that'll be in v1.3.  That is, the system is open ended and that'll have to be squashed (there's literally nothing stopping you from having 500,000 individual soldiers running around with their own unique clothing and items).

It's a bit painful testing beta v1.19f because of all the debugging info. Late games take literally minutes to go through turns for me because it's writing so much to disk and to the output buffer to track every bit of memory being allocated.  

For marketing reasons, v1.2 isn't scheduled to come out until March 22. Right after that, we're going to head into v1.3 which will be the most significant gameplay update to the game since v1.1 and in some ways, it'll be a bigger change since v1.3 is purely designed to take everything we as a community have learned about the game to add more fun elements into the game rather than game mechanic changes.

But we'll talk more about v1.3 in the coming weeks.

6,434 views 8 replies
Reply #1 Top

Great news! Thanks for the update.

Reply #2 Top

Almost first,  Great news

Reply #3 Top

everything we as a community have learned about the game to add more fun elements into the game rather than game mechanic changes.

Hm... oh well.

Will there be interface changes too? Mainly in equipping items, cloth map, trade routes and the unit counters? Or will it only be additional content?

Edit: Not that additional content isn't great of course. I'm looking forward to what kind of random events you'll add, since I always loved the ones in GalCiv2. :thumbsup:

Reply #4 Top

Thanks Fb, looking forward to the changes.

Reply #5 Top

i hope some dynasty improvements in 1.3 :D

Reply #6 Top

Overall that is great news.   

However, your comment on squashing the open ended nature of the game is not good news to me since that is one aspect that I really enjoy.    If you have to limit number of units or variety of unit types then I hope you do it in a way that allows the player to have the option to change those limits.    There are other things in this same catagory - for example frequency and level of random monster spawns.

In both cases if you allow the player to determine the optimum balance between their own interests and what their computer can handle  you will allow the game to appeal to a wider variety of players.    If you merely implement hard limits you do the opposite.

Reply #7 Top

Quoting Pantasd, reply 5
i hope some dynasty improvements in 1.3

Hm... wouldn't that fall under gameplay changes though?

 

From another thread where Frogboy chimed in.

Here's a brief list:

  • A lot of new goodie huts
  • Random events
  • Essence returned as a limiting factor on how many heroes you can imbue (where essence remains something good for you)
  • More variance in monsters in the world
  • More interesting world generation at start
  • More (a lot more) emphasis on missile weapons (i.e. lots more bandits with bows and such)
  • Minimum trained unit will be 4 (not 1)
  • Items that are made up of other items (forging)
  • Ability to find "plans" that let you build better items (via forging)

The ones that make sense for FE will likely make it in there too. But this is the direction we're looking to take WOM in.

Reply #8 Top

i hope some dynasty improvements in 1.3

In another thread I believe Frogboy said he was hoping to get to that for 1.4, along with more diplomacy stuff.