[quote]Please fix this as playing a wizard do seem kind of boring compared to the other sovereigns. [/quote] Yeah, we'll be doing another pass on all the Sovereigns in the coming weeks. I really like your idea of another cast right off the bat for the wizard...we'll keep you posted as things are tweaked and improved :) Thanks for the feedback!
ScottTykoski
Alstein: Yeah, we have to do alot of balancing, both by nerfing some of the enchanting items and boosting the coolness of crafted items. We're really happy with the overal direction, though - hope you guys are too!
[quote who="thimon2k" reply="7" id="3521017"] So did I miss anything besides the 6 reloads? [/quote] Hey now - it was 3 reloads ;)
Yup, we'll let you know when the YouTube goes live. It was probably my favorite stream so far...there was this a-hole AI stack that was terrorizing my kingdom. Took 3 save-scrubs and maximum use of all the new systems to beat them :) Quite enjoyable!
[quote who="Werewindlefr" reply="7" id="3519619"] I beg you to put all ingredients into effect-based categories, [/quote] Indeed :) This was the first thing Adam and I talked about post-stream. A 'vomit list' of icons is not the way to go, for sure :(
Yeah, there are a lot of cool perks that can be given out based on location. Several of the incoming City Enchantment Spells focus on this idea of fighting within your ZOC (close to cities and outposts), where bonuses are given to your forces and penalties are given to your foes when you're fighting in your borders. There are also spells that given bonuses based in the terrain type being fought on. Between those spells, champion abilities, and enchanted items giving sim
Great feedback, thanks Kydorias! We'll parse it out and see what gets changed. My gut says the Sovereign's Longsword definitely needs nerfed :(
For sure - on the next Sov. Tree design pass, I'd like to find interesting things to do with both this and the 'Leadership' skill path (+Army Size). We're already playing with this for the 'Tinkerer', where instead of 5 clairvoyance skills, you only have ONE skill related to the casting limit. This unlocks a recipe for (and ingredients for) a 'Clairvoyance Amulet' accessory, granting that +1 Sovereign Cast in any battle the unit is in.
The Wizard tree is surprisingly tricky because you actually WANT that generic 'starting players know what they're getting' option. So we still need to make him awesome, but not in some crazy way :) And thanks for the great feedback!
Yeah, I'll try to repro with Verda as a starting unit and some of those setups. Thanks again!
Wonderful, thanks! Iteration is the key to getting this stuff right, so this kind of dissection is invaluable. I'll go through an try to tighten these abilities up, but one disagreement I want to bring up... I found Shadowshift, as a early pick, to be very enjoyable. tactical positioning is something you can always make use of (and just because the Darkling has it dosen't make it un-interesting). Nothing feels better than shifting an enemy into a planned sw
I'm not really marking it as fixed...read that as 'wishful thinking'. ;) But like I said, dev builds are in a state of flux, so these snapshots that you get may produce a lot of false positives (things that look royally broke simply because they're half implemented). I put around 2 hours into attempting a repro case but couldn't get it to happen. If it comes up again they we can nail down the steps and go from there.
I'll be on the lookout for it popping up in future builds, but it may have fixed itself before .75 even went live. The problem with 'dev snapshots' is that they get limited QA and can have some heavy WIP features interjected. I think I was in the 'test and fix' phase of the Tyrant tree when the build was made, so who knows what kind of data you got. Anyways, counting this one as fixed - 1 bug down, a zillion to go ;)
Great feedback, sir :) And please, if you could go into detail on what works/dosent work (from a player perspective) with current battle abilities, it'd be most appreciated. Many abilities were hooked up with an intended second-pass (as many passes as we can give them, actually). Detailed feedback on which ones you 'used once then shelved', along with those that you feel are currently overpowered, would be great to add to our internal discussions!
Many thanks :) Not a fan of gamebreaking bugs in my features ;)
I can't repro this one...once the new opt-in build goes live, can you send a savegame file my way? Thanks!
[quote who="Leo in WI" reply="2" id="3502265"] Personally I like them, but I've seen complaints about the immersion being broken. Any thoughts? [/quote] It mostly comes down to personal preference, but I think more people will anticipate reading the next quest if they're humorous. We've all read so much fantasy lore at this point that I think the quests, as-is, are a serious breath of not-so-serious fresh air. But, again, there'll always be haters
Fixed for the next update. Outposts can now damage LTs to 1/3 health, but no less. The player has to defeat these mini-bosses on the tactical map, which fixes both the loot drop problem and the thematic issues of these big bads just casually dropping dead :( Very anticlimactic.
[quote who="mqpiffle" reply="11" id="3498953"] But it was still a blast watching Kael snuff it first, as is customary. [/quote] #1 It's REALLY hard to play while answering questions. #2 I swear the difficulty got ramped up in the last 4 days. Those were some ROUGH first area battles. #3 I may actually suck at SK :\ We'll see how the next few streams go ;)
Actually this one should definitely work (works on my machine, but have hear of it not on others). Can we get a save file from you, davrovana? Thanks!
[quote who="Wraith367" reply="1" id="3497900"] Need some battle mechanics transparency somewhere. What exactly is the flanking bonus? How are resistance to abilities (eg stun, flank) calculated? [/quote] We've talked about getting in some supplemental battle text to accompany the 'Enraged', 'Haste', 'Fear' text. Some '+4 Attack', 'Swarmed', 'Immune to Cold' or '-5 Initative' would really help explain what's goin
Looks like the Player-wide bonuses to the Moves stat was being applied as a % bonus. Fixing now. Thanks davrovana!
Excellent list...I'll get this assimilated into our feedback docs so the design team can discuss the points at length :)
We were thinking about making Tandis' buffs more of a 'Army General' variety, turning Protect into an bonus to every friendly on the battlefield and adding one more 'Buff All' ability (giving a boost to attack, init, or some fire/cold/lighting defense) to his tree.
[quote who="Werewindlefr" reply="2" id="3497487"] Also, they usually use up a turn, and for some abilities, it could be counterproductive. [/quote] If there are any active abilities that aren't worth your turn then we'll need to beef them up or prune them out :) Let us know what abilities suck...I'd love to talk through their usefulness!