[quote who="Frogboy" reply="106" id="2826071"]I think one word that people could really benefit from removing from their vocabulary: "broken". Not liking a particular game mechanic doesn't make it "broken" (for instance, not allowing divorce in dynasties doesn't make it broken). The goal of v1.1 is to address the major issues we all -- as a community -- have identified as being basic issues with the game -- the magic system, AI, and economic system being
econundrum1
[quote]1) no improvement to AI ... Every game I've played I've played on ridiculous and I've never lost. That's ridiculous. I play to lose! I want a challenge! If I wanted to play computer games for fun, I would buy an XBOX. 2) no improvement to Diplomacy ... There's is absolutely no point to diplomacy in this game yet. 3) there are no improvements to the quests ... Same 5 quests, here we go again. 4) tech trees still broken? ... must research armor before lea
[quote]Wintersong, you are absolutely right in that I COULD choose to do as you suggest. My point here and I do not think you understand it is that I am explicitly communicating my expectations as a customer. I am choosing not to do pro bono work on this game. I have enough demands on my time, I purchased this game as a leisure entertainment activity. I have a tech job already I have public volunteer work I do Pro Bono, I have a wife and kids and spend time with them, I am going back to schoo
[quote]Or require an Enchantment slot, which your Summons already help use up and whose available #'s, iirc, are already limited by the SoV's/Champs level?[/quote] They said before that Enchantment slots where going though they weren't mentioned in the patch notes I grant you.
[quote who="Mtn_Man" reply="92" id="2826016"] Quoting econundrum1, reply 83 + Imbue Champion now immediately available, takes 1 mana per turn While I agree with this generally I think unless there is a high casting cost, you could exploit this by casting the imbue Champion spell on champions before important battles, then canceling it to save upkeep and recasting it later. That's assuming "Imbue Champion" isn't a permanent spell. [/
[quote]You're an igmo, everyone knows the AI DOESN'T LEARN so the AI mechanics and play need to be DIFFERENT from the human player. It NEEDS things like this to keep it CHALLENGING in the middle and end game. You're the reason why the majority of game suck because you want some kind of frickin BALANCE and there is a very small percentage of balanced AI's that can be challenging to experienced gamers like ME!. You probably suck at multiplayer games too.[/quote] <
[quote who="Gazz_" reply="88" id="2825989"]It's hard to tell how good (Greater) Evasion is. It adds "+1 Dodge" which can mean just about anything. Under 1.0 rules, 1 point of dodge meant a 0.1 % chance to dodge an attack. I am quite certain they did not create an awesome new "Greater" spell to increase a unit's chance to dodge attacks by an amazing 0.2 %. =P [/quote] The new dodge formular is in the patch notes. +1 dodge is ok but doesn't seem to match the s
Question, now that we have a global mana pool how will unit skills work in 1.1. Before they cost mana so it was broken as champions with combat skills couldn't use them unless you imbued them first, which of course also gave them access to spells. The release notes have nothing about skills in them so how will this work? I seem to remember skills where no longer going to be costing mana but rather have a cool down, but think that was post 1.1 so how is 1.1 itself going to deal
[quote who="Werewindlefr" reply="85" id="2825975"]I'm not sure I understand the point of Greater Evasion (or event evasion): it seems on the weak side of the scale, especially with Guardian Aura being quite more powerful on almost any unit. [/quote] I have to agree with you on this maybe the spells need to be swapped over as they both seem to be at the wrong power level.
[quote who="Werewindlefr" reply="62" id="2825964"]What's the point of turning grassland into wasteland, or the opposite? Does it even have a mechanical effect? (with loftier goals already being plotted for future patches). When the patch is released, will we get a very rough roadmap of what's to come? [/quote] This has generally been the case after they release one patch they then post about future patches. I think they will want to evaluate resp
[quote]+ Imbue Champion now immediately available, takes 1 mana per turn[/quote] While I agree with this generally I think unless there is a high casting cost, you could exploit this by casting the imbue Champion spell on champions before important battles, then canceling it to save upkeep and recasting it later.
It's also confirmed in the beta patch notes it won't work with old save games. Not a shock given the scope of the changes.
[quote who="kenata" reply="17" id="2825395"] But if people have to wait a few more weeks or even a month sure the boards will have lots of muttering and ranting but that will all be forgotten if they then release 1.1 and it's a really good solid patch. I disagree with your point about mutterings on the forums. At this point, a lot of people are past this point and are simply shelving the game. Recently, impinc posted on two of his mods a message to this effect, underscor
The number of spells should be increased over time but I think Stardock know that, and I have to agree with them if a spell is not unique it really shouldn't be included, it's pointless having a dozen magic books all with 50 spells in that are actually duplicates of 5 spells with different descriptions and partical effects. What they've done is remove a lot of the dead wood and add a few new things to replace some of them, while fixing some core issues. I expect future patches to add
I think a lot of concern over L5 spells is because People fail to understand that you are going to have to save for a while and be very frugle with mana even to cast them once, you won't be casting an L5 spell every other turn.
[quote who="Heavenfall" reply="73" id="2825846"]I just wanted to quote this Most of the old spells have been stripped out, and the v1.1 beta will have 68 new and improved spells. While the final 1.1 build will have around 75 spells to help your rise to power, we’ll continue taking suggestions on how to best make the ‘Magic’ half of our subtitle really shine! So there are spells that didn't make it into beta. [/quote] Yes about 7
[quote]+ Fixed a bug where the AI spellcasters would cast spells that they hadn't learned yet, caused problem that we saw where the AI sovereigns would have stone giants, minions, basically many summons early in the game Why? Don't remove things that makes the ai stronger as I like the idea of the AI getting stronger summons in the early and mid game. At least keep this in if players want to play on higher difficulty levels[/quote] This is why I'm pleased you aren't in char
[quote who="StevenAus" reply="59" id="2825789"]I agree. There needs to be some (maybe based on cost of troops getting trained?) limit on it, otherwise it is way too overpowered. Best regards, Steven. [/quote] Because of it's spell level I suggest it costs a great deal of mana to cast, so you won't be casting it often.
[quote]I will not be a willing Beta Tester when I am a paying customer, but my enthusiasm for this game is so great that I will point out things that I think are absurd and question the rationale behind them in case I am just missing the point. I will also point out perceived incongruous statements made by official SD personnel... Actions speak louder than words.... I did however used to be a professional QA tester and Test designer. If I am compensated as a contractor or employee
[quote who="id_est" reply="37" id="2825598"]This is a singleplayer game, WHERE IS THE AI?! No ai in beta patch --> there is nothing to show --> game will suck continuously. There is no point in the new spells, global mana, etc., when there is no challange. Ok, you want ideas? Make survival mode with enormous monsters spawn, that want only one thing - to kill your soverign! This is the only way to create challange without AI (except PBEM). [/quote] Before yo
[quote]My symmetry alarm keeps going off... I would like to have exactly 7 spells in each spell book.[/quote] Agreed, but I'd rather they remained asymetrical than just add useless filler spells to pad them all to the same size. Clearly though the spell contest tells us the will be adding spells and I would think adding spells to the smaller spellbooks will be a priority. The Water spell book seems particularly light.
[quote]I'm very dissapointed with the decrease of strategic spells available. I was hoping for any improvement for strategic spells.[/quote] That's because you've missed the point; there are less spells but there are more "different spells" in 1.09 there are lots of spells with different names that do basicly the same thing and also appeared in different spell books. Now which spellbooks and spells you choose is meaningful and effects your options. In 1.09 spellbook
[quote who="Javaslinger" reply="4" id="2825455"]Someone once claimed they feared 1.1 would be 'underwhelming'.... This DOES NOT sound like it will be AT ALL underwhelming to me... [/quote] They will still claim that because it's the same person obsessed with them adding 20-30 new quests to 1.1 at the last minutes. But frankly who cares if they do, looks like a great patch to me. I have allow betas switched on and am waiting...
Sounds good.....but there goes my spell contest entry "Immortal Army" sounds a bit to close to Death Ward, oh well back to the old drawing board I still have time to come up with something else.
The thing that puzzles me sometimes is how the AI values things. For example we are at war and the AI has one city left to my 10 and an army of rubbish units that are out numbered by 10 to one by my force approaching his final city. I offer peace instead and he seems to think a peace treaty is of much more value to me than him.....how did it work that one out I can wipe him out by sneezing yet he thinks I need peace more than he does.