I don't remember them promising this have you got a qoute, not that I doubt you. Anyway it would be nice, but my guess is it's got deprioritised while they fix more fundemental issues with the game.
econundrum1
[quote who="Lord Xia " reply="5" id="2820550"]1.1 isn't out yet, we don't know shit yet. And neither do the Devs , so repeating what they said as facts, doesn't mean anything. If it did, they wouldn't have been shocked about the release of the game. Simply, until 1.1 comes out, we won't know if it fixes anything. [/quote] I think the Dev's, probably know what changes they have checked in for 1.1, so I think we certainly
None of us have played 1.1 so we can't really answer the rather subjective question however 1.1 does sound like it will encourage fewer and larger settlements rather than spaming lots of small one e.g. Population is a resource used to man most building as well as build armies and most buildings are no longer 1 per city so getting a large population is key and that's much easier through a large city than lots of outposts. Outposts now cost food to build as they sh
While I find it amusing that the AI outmaneuvered you and took your badly protected town, I have to agree that settlements should not vanish when the soverign is killed. Rather they should all go into a state of anarchy and then a random number of turns later one of their children should take over or if none are left a random leader should gain the throne.
[quote who="Wizard1200" reply="69" id="2822103"] I think it is a mistake that Accuracy scales with the level and Dodge scales not with the level, because with every level Dexterity will be more useless. The following formulae would be better: Accuracy = 15 + (Level * 3) and Dodge = Dexterity / 2 + (Level * 1) Does Spell Resistance work in the same way as Dodge? If yes it should have the same formulae as Dodge: Spell Resistance = Intelligence /
[quote who="Gwenio1" reply="43" id="2822013"] Currently there is a max level of 10 for spells as there are none above that. Yes they could go above that, but what is bigger than the Spell of Making that makes you all powerful and win the game? Thus after level 10 (if you are going all INT) there will be no reason to invest in INT, the only magic stat in the game. [/quote] You make more than a few assumptions here; 1 - That Intelligence above 10 scales
[quote who="Gwenio1" reply="35" id="2821988"] It is more the fact that it will not matter who casts a spell, the only diffrence between one hero and the next (when it comes to spell) will be what spell they will have access to. [/quote] What spells they can cast seems like a very big difference to me. e.g. If I have a champion who can only cast level 1 spells and his up against one who can cast level 5 spells who is more powerful and has more options.
[quote who="Trojasmic" reply="28" id="2821964"]Was there any mention of 20-30 new quests in 1.1? [/quote] No that's your private obsession, they never suggested at any point there would be new quests in 1.1, so know they haven't added what you asked for last week, shocking.[e digicons]:')[/e]
[quote who="Gwenio1" reply="25" id="2821955"] Quoting RikazeMA, reply 23 In hindsight, it does make sense though... Perfect, logical, rational sense, and I really don't know why I didn't see it coming... Hence the surprise. How does it make sense? Other games with global mana that I am familiar with have a limit for how much a hero can use per turn, which is what essense could still do. [/quote] Why is that limit needed? Ju
[quote who="GW Swicord" reply="7" id="2821902"]Maybe I'm being paranoid, but does this OP mean that essence is being removed from the game entirely? No Impulse build or dev blurb so far has made me think of giving up on the game, but this change might actually make me regret all the time (and the modest sum of money) I've invested so far. [/quote] I believe essence is becoming a boolean flag for a unit. If you don't have it you can't cast period. This is because th
" In order to balance weapons we have to know strengths exact effect, previously we couldn't create high attack weapons because strength had such a huge impact that it was exponential. Making strength more linear allows us to make weapons more varied. Now that we have accuracy and dodge in we can create big weapons with high damage but penalties to hit, or small weapons with bonuses to hit or speed, but low damage. We have more range to work with." Yes this is k
[quote who="Black-Knight" reply="10" id="2820071"] 1 Changes the look of the landscape. 2 Determines if you can build on a resource. 3 As of one of the later patches I believe your units get a slight combat bonus in their own Zone of Influence (can't remember the details though). 4 You only regenerate health in your zone of influence. 5 Teleport spells can only move you to a target in your Zone of influence. 6 Other nations can only enter your zone of influence b
Myself I let Impulse start up when I boot but normally shut it if I'm not going to use it or play a Stardock game. It's pretty light so I see no harm in leaving it running while playing those games. On the other hand I do shut it down if I'm going to play a non-stardock game or do something else on the computer. I like it in the boot up group to remind me to check for updates regularly and you can just right click and then click exit to shut it down. Really making a fuss about
[quote who="konjad" reply="9" id="2819935"] It's a crap with slow download rate and every time I reinstall the game I need to wait at least 2-3 hours of download time instead of just installing it from .exe within 5 minutes. If I ever won't have an internet connection when reinstalling the game I'm screwed because I cannot update the game. And it's another useless program running in background which uses my computer's power. <br /
Your influence zone ; Changes the look of the landscape. Determines if you can build on a resource. As of one of the later patches I believe your units get a slight combat bonus in their own Zone of Influence (can't remember the details though). You only regenerate health in your zone of influence. Teleport spells can only move you to a target in your Zone of influence. Other nations can only enter your zone of influence b
I like the idea that Orcs can photosynthesis that's very cool we always wondered why they where green. Of course they wouldn't live underground or probably in doors in that case and they probably would wear few garments to expose as much skin as possible to the light. Nice though.
Ok well if you can't beat them join them is what I say, if we're adding 20 -30 quests (the week the beta of 1.1 is due out) could we also add the following just to ensure there is enough content in 1.1, after all a total rebuild of mana and population and consequent rebalance of all improvements and spells isn't much and 20 -30 quests is clearly nothing at all so can we also have in 1.1 (which should not be delayed); - 50 new types of summoned units all with new unique abi
I've been wondering how it worked out you influence zone, good to know and it does look much improved.
[quote who="charon2112" reply="6" id="2819428"] Quoting Stuie_acs, reply 4 Quoting charon2112, reply 2 Is that new? Because in the past, all six books were available in the game setup area, when you make a sovereign. In fact, I still have a saved sovereign from an earlier version of EWoM that has all six books to start. New as of 1.06. weird. I've been using my
by the way I agree more quests would be good and long term I think the modular quest system sounds fun and interesting. But what I don't want to see is 30, partly broken and unbalanced quests rammed into 1.1 at the last minute ruining that patch. Lets save them for a minor content patch later.
[quote who="Trojasmic" reply="9" id="2819512"] Quoting econundrum1, reply 6 Lets not have any more demands for 1.1. I expect it's contents should be pretty much fixed at this stage in the process with polishing and bug fixing taking place. Adding last minute features has actually caused a lot of the QA issues Stardock have had. Now post 1.1 that's a different matter of course. I'm really worried that 1.1 is not going t
Lets not have any more demands for 1.1. I expect it's contents should be pretty much fixed at this stage in the process with polishing and bug fixing taking place. Adding last minute features has actually caused a lot of the QA issues Stardock have had. Now post 1.1 that's a different matter of course. [e digicons]>_>[/e]
The population changes and mana changes are very positive in my opinion. I suggest people approach the patch with an open mind and judge it on merit once it's released rather than expressing fears it might disapoint them in advance. That sort of speculation seems pointless and based on very little to me.
And what please tell us is this something that tells you this Trojasmic ?
I enjoy the community that always grows around stardock games, and the openness and invlovement the developers have with the community, and to the OP welcome back indeed.