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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 #51 Top

It looks like we're going to have to put up an update because we can't get the file to refresh on the server. We'll keep you posted.

If you like, you can join #elemental on irc.stardock.com and ask "Are we there yet?" in realtime. 

 

Reply #52 Top

Hi CariElf thx for release new build.

Pls  fix 'CoreRaceConfigs.xml'  at next build. 

Altar's last line  <A_CoreManaRegeneration>50</A_CoreManaRegeneration>
Captitar's last line  <A_Diplomacy>50</A_Diplomacy>
Gilden's last line  <A_ShardHarvesting>50</A_ShardHarvesting>
Pariden's last line  <A_Rations>50</A_Rations>
Tarth's last line  <A_Seamanship>50</A_Seamanship>
Kraxis's last line  <A_Adventure>50</A_Adventure>
Magnar's last line  <A_CoreManaRegeneration>50</A_CoreManaRegeneration>
Resoln's last line  <A_Training>50</A_Training>
Yithril's last line  <A_Health>30</A_Health>

These unworkable ability are exist from long time ago. However only Pariden's ability can work and it's OP. 

Some user have posted this issue several times, but everytime ignored.    X(

Reply #53 Top

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

 

Played F for a little bit today. Once I got to a level 2 city I could only build 1 more workshop/study etc. Level 3 was the same.

 

As currently implemented, the amount of studies/workshops is == city level.

Reply #54 Top

In 1.2f, the cityhubs need to be changed. The tag <CitywideDuplicateImpLimit>1</CitywideDuplicateImpLimit> limits how many of repeatable buildings may be built. It is set to 1 per level in all cities on all levels. 

In addition, the kingdom Library is not limited by this like it should be. The library can be built infinitely many times. The same applies for the Empire "Master Archivist".

The Empire "lore shop" is also buildable an infinite amount of times.

I also suggested earlier that the empire "monument" building be placed under a similar limit, instead of being infinitely repeatable, and I would like to repeat that suggestion.

Reply #55 Top

Played 1.2f for about an hour last night.  Thanks for getting the glitch fixed.  Some comments:

 - Game seemed a little less stable.  First time in awhile it stopped working so soon (about 1 hr into game, 3 cities, only one other faction met).

- Lots of problems with portraits not appearing (black) and then coming back later.  This happened in spell book when researching new spells and also with cities and resources.

- Rat's Nest quest only showed location on cloth map.

- New training times much better.

- AI seems pretty aggresive (good thing), I refused to pay tribute & they declared war right away.

- Still think Rogue Wizard should use Magic.

- With Sov mana generation now set to 1, it's kinda hard to use any buff spells or summon help (Imp) before you get some shards producing mana.  I always try to use my Sov to cast spells, but no mana means no magic.  Magic is what the game's supposed to be about. 

 

Reply #56 Top

Here's a small mod to fix the amount of repeatable buildings you can build in cities, if anyone wants to play the rest of the beta without being limited by those bugs. http://dl.dropbox.com/u/32649007/12fbeta_popfix.zip 

Reply #57 Top

Quoting Heavenfall, reply 54
In 1.2f, the cityhubs need to be changed. The tag 1limits how many of repeatable buildings may be built. It is set to 1 per level in all cities on all levels.

 

ok, i haven't built a second city so let me get this straight. If I have a level 3 city and a level 1 city, i can only have 3 studies?

Reply #58 Top

4, 1 per each city level (1+3). But it should be much higher, from what I understand.

 

Just played the first 200 turns in a game, some thoughts

- Simultaneous damage makes it very hard to fight higher difficulty AI. This is good. Champions, no matter how well-geared, can no longer ride through an army without breaking a sweat.

- The new defensive modifiers in a city are silly and should be removed. A fence doesn't give a unit +10% defense. Let the defensive modifiers come from buildings that give real city walls.

- The AI was great at attacking, and quite hostile at hard. It sent large armies to attack, instead of 1 or 2 units. The champions I saw were not terribly geared. Still, the AI missed many opportunities. In fact, I had my border town, against an AI I was at war with, completely empty except 2 ungeared champions for 100 turns and the AI did not march a single unit in. Granted, I don't know what his other borders looked like!

- The new tax thing helps, and I really like it because you don't swim in money any more. I think it should be given further diminishing returns, because there are so many ways to boost gildar, but now the things you can spend them on are quite limited. At the end of 200 turns, with 3 built cities and 1 captured, I had around 2000 gildar while having no materials (maxed workshops + found a clay mine).

- Population and materials were my main limits, not gildar. After I researched houses and villas, I never ever had a population problem because I got more population from having a level 4 city, than I could spend on the actual city due to building limits!

- Where, where, where is the magic? Gone completely! I used inspiration for prestige, and nature's bounty for food. That must surely be the most boring use of magic ever in any game of all time period. More summon spells, more combat spells! BUT I like the new longer research times for high level spells. It's much more even compared to your technology advancement.

- This is EASILY the best version of E:wom yet.

- Where is the adventuring content?! Despite spawning in an area close to much AI, I rarely if ever saw a goodiehut. My research into adventuring spawned one single "notable location level 2" in my entire kingdom.

Reply #59 Top

Quoting scifi1950, reply 55


- New training times much better.


 

What is this training time? ;/ 

Reply #60 Top

You know they've got the minds of programmers and not gamers when patch after patch all we see are number changes and AI tweaks. The AI tweaks and rebalancing is nice and all, but the factions are basically two flavors of boring, there's not much in the way of diplomacy, road building and trade are very poorly done, and why is it that we can't have an arctic empire or a desert kingdom without being punished for using the wrong terrain and relying on mods?