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Elemental: War of Magic 1.3 Changelog

Elemental: War of Magic 1.3 Changelog

Economy tweaked and fix for out of control population
+ AI more reactive about updating strategy when a target city has been conquered / destroyed
+ Janusk has been removed. Goodbye old friend. See you in the Fallen Enchantress tutorial... (UI option not yet removed)
+ AI now evaluates which player they care about the most with Dynasty ties being a big motivator. When a sovereign dies, it will give its kingdom to its heir.
+ Repeatable improvements now increase with cost as more are built.
+ World difficulty now sets the default AI player difficulty
+ Modders can set the base cost of repeatable improvements in the appropriate .xml file
+ Base unit CON reduced from 5 to 3
+ Special buildings now longer required to build special units. Instead, these buildings provide bonuses (i.e. no need for a command post to train groups)
+ Minimum number of units you can train has been increased to 4.
+ Trained units default HP reduced from 5 to 1
+ Trained unit groups that survive a battle will heal to full strength (i.e. If your group of 4 survives the battle with 1 guy left, it will be replenished to 4 over time). Hat tip to Konan.
+ Insufficient free tiles message added
+ Zone of control from improvements reduced
+ Tech costs increased
+ Number of starting quest locations increased
+ Pedastrians disabled (for now)
+ More aggressively freeing memory
+ Notable locations may now be explored regardless of your level.
+ Notable locations will be spawned NEAR you when you increase your exploration level (but now remember, your opponents can access them too so don't do it if you're surrounded)
+ Objects that have been marked as destroyed are now ignore by subsystems (performance improvement, stability improvement) This is throughout all game systems.
+ LOTS of code to handle the increasing costs in terms of people to run your improvements. If anyone thinks that getting highly talented people remains equally easy as you grow, ask google, microsot or apple about that. It's not.
+ Random events added (not many random events yet though)
+ Pioneers are still trained as individuals
+ Units move faster by default on the map (animation-wise)
+ Units move A LOT faster in tactical battle (let us know if it's too fast)
+ Minor factions removed. Sorry guys, they're just too lame to live for now.
+ New notable locations added to provide weapons, armor, and other "stuff" 

64,981 views 76 replies
Reply #76 Top

Quoting Frogboy, reply 71

Quoting Campaigner, reply 70If there's 15 guys on the team and everybody got 3000$/month (7SEK = 1$) then 1 month of development on Fallen Enchantress costs 45.000$.

 
 

Your time to guess

Labor is only about half of the cost of running a studio.  On top of that, please send me the resumes of good developers who will work for $45k a year.

 

Do they have to come from the US?  I know someone from Argentina who would take that (his English is perfectly fine).  I think he may have sent a resume earlier this year, unsure.