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War of Magic: v1.2E change log

War of Magic: v1.2E change log

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+ New citizen cost system re-done. Exponential growth system eliminated.

+ Previously unlimited improvements are now set to be N per city level N

+ Tax income no longer grows linearly but rather fast at first and then slows down with diminishing returns.  3 Population brings in 3 gold per turn. 25 brings in 18. 50 brings in 34. 100 brings in 63. 1000 brings in 500.

+ The more cities you build, the harsher the prestige penalty overall. That is, as you add more cities to your kingdom, all of your cities will begin to see diminished prestige. I.e. a few big cities or lots of smaller cities but not easy to do both.

+ Studies only take 3 turns to construct (was 4)

+ Studies consume 3 citizens (Was 1…2…4…8…etc.)

+ Only 1 study for a level 1 settlement. +2 more for level 2. +3 for level 3 and so on.

+ Same system as above for workshops and arcane labs.

+ Same for Imperial system.

+ Cleaned up tool tip text to be clearer

+ City influence growth slowed

+ Technology cost grows slower (fewer labs and such)

+  Max number of children per generation now 3

+ Sovereign mana generation now 1 per turn

+ Fortifications provide 25% defense bonus (was 10%)

+ Base spell cost increased from 25 to 50

+ Spell level doubling cost increased from 25 to 100

+ Auto Resolve will aggressively use tactical combat spells if mana is available

+  Pioneer made cheaper, quicker to build, changed graphic

+  Base HP increased from 3 to 4

+ Training time for formations decreased

+ AI sovereigns will select combat spells

+ Money spell now costs 50 mana to generate 25 gildar

+ AI Improvements (haven’t done anything to tactical yet)

This build should go up in the next few days as a beta.

UPDATE: The build is up but it's showing up as 1.2d in Impulse.

120,973 views 60 replies
Reply #26 Top

Found another bug with this (though minor). When selecting the pioneer the cost involved is that of building 4 pioneers. However when exiting the town and reselecting it, the cost drops back to one. I think the issue is that the default is of the last selected unit, so selecting an army unit and then selecting a pioneer will assume that you want to build 4 of them, but when you exit the town and start off selecting a pioneer the default switches to 1, which by the way you can use to build 1 individual army unit (such as 1 peasant), instead of the restricted 4.

Reply #28 Top

Is this really the build described in the OP?

Reply #29 Top

I agree with Lantros, the description and what happens in the game update are night and day apart.  I updated an existing game but it still sucks and now I just make less money per turn and the population growth is snail slow now.  I don't see the correlation between having many small cities and a few large ones and having less prestige.  WTF?  This game is more screwed up now than 1.1 was.  The AI can't cope either and is easier to kill now than before.  I'd consider starting a new game but can't see wasting 3-4 hours of my life on another POS game in EWOM.

You end up with a large civilization that becomes cash poor and can't build units or improvements due to decreased population growth levels and no ability to create new pioneers.  As you conquer new cities you still have to raze them so basically you just go scorched earth style and waste each enemy one city ata a time.  All the other civs seem to barely be able to get anywhere in the tech tree too.  And if you take out their farming city they die in a few turns.

Please drop the prestige related growth penalty and city # to prestige penalty.  Wasn't the roman empire large and fairly renowned? 

Reply #30 Top

It was a serious question. Maybe something went wrong and this is not the right build. Such things happen ... no big deal, if it is so.

Reply #31 Top

Quoting cparkin01, reply 29
 Wasn't the roman empire large and fairly renowned? 

It still is -- and it grows even today.

The faces change; only the faces change.  But Rome lives and is stronger than it ever was.

-.-

Reply #32 Top
This can't be right. This update didn't update as stated here...
Reply #33 Top

Just had 4 children in my last game, I thought this had been limited to 3?   As mentioned by other people, this patch doesn't seem to compare to the 1.2E changelog. 

Reply #34 Top

While I was bummed that the actual1.2e beta didn't actually upload, I found some nice things in 1.2c which I liked, especially in the early game expansion phase.  I was up to three cities with a nice little economy developing before the crazy population system kicked in and shut me down.  I am looking forward to 1.2e and seeing how the game balance goes for the first 100 turns.

Reply #35 Top

Quoting Heavenfall, reply 21
Err, downloading this beta to enjoy would be a huge mistake. Get the non-beta, or wait for 1.3 to be released as non-beta.

Hmm..I haven't played in awhile either. Forgive the newb question, but how do I get non-beta? Is there an option to click in Impulse? Oh yes, and why would that option be better?

 

Thanks Phy

Reply #36 Top

agreed - im not seeing any of the updates mentioned at all.

Could a developer please state if they are gonna correct this at all or just gonna wait for the next patch - not only putting wrong Version D or E up making it confusing beyond belief but then no changes at all to the patch ?

what gives ??

 

Reply #37 Top

Yes, a clearing comment would be nice. I would like to know, if it makes sense to play and to report bugs. If this is really 1.02e it seems we have to report much.  But still i don´t think this isn´t the right build.

Reply #38 Top

Happy July Fools everyone!

Reply #39 Top

Quoting CdrRogdan, reply 26
Found another bug with this (though minor). When selecting the pioneer the cost involved is that of building 4 pioneers. However when exiting the town and reselecting it, the cost drops back to one. I think the issue is that the default is of the last selected unit, so selecting an army unit and then selecting a pioneer will assume that you want to build 4 of them, but when you exit the town and start off selecting a pioneer the default switches to 1, which by the way you can use to build 1 individual army unit (such as 1 peasant), instead of the restricted 4.

 

THat's not a new bug, reported it in the previous beta.

 

Just not fixed yet.

Reply #40 Top

One issue I've noted is on load from a save your moves of all units default to 2 or less (i.e. not 3 or 4 but 2/3 or 2/4 etc).  I don't know if this issue was logged ever but I saw it in an earlier beta too.

 

And so far the only items from the 1.2e log I can see is the decreases cash flow and decreased population growth rate when you have a large kingdom.  Apparently too many people in one place makes everyone shy not willing to 'get it on', even if you build a pub in the town.  I thought beer helped people make poor choices for centuries but I could be wrong I guess.

 

Cheers fellas!

Reply #42 Top

Well I fixed E:WOM. It now runs great.  Better AI, Better graphics, I put in race differences, Terrain now matters, building up cities is a lot better and got rid of the population bug. Runs great now. TC combat is 10 times better and more fun.

 

My secret......I created a WOM map in AOW:SM.   Genius just pure Genius if I do say so myself......Oh and I have had not crashes and the Multiplayer Works. :)

 

 

Reply #43 Top

Has anybody from SD acknowledged there was a mix-up with this latest patch?

Reply #44 Top

in the current patch in one of my games my FIRST shard temple (said to cost 10 citizens actually cost 497(pop before building shard temple was 2345, pop requirement after queing the temple was 2843), (admittedly I had conquored both the other factions on my landmass (3 continent 10 x 8 map with approx 15 islands (only 4 large enough for towns to grow to a reasonable size)and have shards on them) and did control 15 towns, but had razed 5 of them and reduced most of them to resources and housing only AND the temple was the ONLY item queued up at the time, and all other building had been completed about 50+ turns before and was trying to get the pop to the point where I COULD build the temple.

would it be possible for the pop scaling to be restricted to adding the number of towns to the BASE pop requirement for EACH building that requires citizens(eg  control 10 towns, structure costs 10 base + 1 per town controlled(10)=20), not the(in practice current near logrithmic rate.

harpo

 

Reply #45 Top

Quoting Phylast57, reply 35



Hmm..I haven't played in awhile either. Forgive the newb question, but how do I get non-beta? Is there an option to click in Impulse? Oh yes, and why would that option be better?

 

Thanks Phy

Updates via Impulse are non-beta by default.  There is an option in Impulse that can be toggled to make beta releases available as an update.  The reason to avoid the beta would be for a more enjoyable/stable game.  Beta releases are in flux and will tend to have bugs or elements that dont work as intended or aren't fully implemented.  The standard releases aren't as cutting edge but the overall performance/experience is usually better.

Reply #46 Top

OK, it looks like it's some kind of caching issue on the server.  I'm going to try to replace the file again, which may cause the game to fail until the new file is in place.

 

Reply #47 Top

I've replaced the data zip file, but it could take awhile for all the servers to synch so you'll probably still get the wrong file for awhile.  If this still doesn't fix it, we're going to have to upload a new exe that points at a different file to get around the caching issue.

 

Reply #48 Top

That didn't fix it on my end. 

Reply #49 Top

Still no sign of an updated file here on Impulse.

Reply #50 Top

+ Studies only take 3 turns to construct (was 4)

- still it takes 4 turns

+ Studies consume 3 citizens (Was 1…2…4…8…etc.)

- no change to previous beta patch

+ Only 1 study for a level 1 settlement. +2 more for level 2. +3 for level 3 and so on.

- i´m still able to spam studys

+ Same system as above for workshops and arcane labs.

- the same as above for workshops and arcane labs

+  Pioneer made cheaper, quicker to build, changed graphic

- once you click on peasants, you are not able to build cheap pioneers. Then they cost 40 materials, no new grafic

+ Sovereign mana generation now 1 per turn

- still my sov  generates 2 mana per turn

 

and so on.....


EDIT/

ahh...there should be a complete "new" update, right? Obvious no changes... sry.