ScottTykoski

ScottTykoski

Joined Last seen Member # 93
42 Posts 337 Replies 2,367 Reputation

Thanks for the data, graalar. We'll look into it :) Update: Turned out it was an easy fix...some code was assuming a player has a valid capital city when there was none (player was probably dead). Put in the proper checks and it runs fine. I'll autoplay through more of your save to make sure nothing else breaks. Thanks again!

3 Replies 3,622 Views

[quote]This has a fishy smell to it.[/quote] No, I know that support has been backed up since Thanksgiving, so this user may have a legitimate complaint. RE OP: The guys downstairs are toiling away at their support tickets, I assure you. You'll be getting a response soon.

37 Replies 92,751 Views

I don't think this would make it in for 1.1 (we're past the implementation stage and into the bug fixing realm), but I agree that custom colors on your guys would make unit creation more fun AND informative as to easilly spotting certain designs from afar (I always like when artistic features have a gameplay rational as well). I'll bring it up to Derek! Thanks!

4 Replies 4,735 Views

Great feedback guys, thanks for the write ups. RE: Enchantment Spells - What if we made some of the resource buffs give a + %bonus instead of a flat +bonus. This way you can cast it on your gildar producing center to give a nice boost, opposed to +1, which on second pass does seem worthless once the game starts rolling.

31 Replies 116,110 Views

[quote]Why do you need a Internet connection after updating the Beta patch?[/quote] During beta cycles, we use server-fed data to allow us to play with numbers easilly without having to re-stage-and-upload the whole game (imagine a 2 minute fix over a 2 hour process). Once 1.1 is officially released the data loading will go back to normal (ie. no net needed).

261 Replies 147,721 Views

Gazz_: We'll be consistently taking suggestions from you guys while solidifying the future designs internally. Once a vision is solidified and agreed upon, we present that vision in some official manner (and the cycle continues). At no part will we break the comminucation cycle, but as future design/vision decisions are agreed upon and finalized, us mortals in the bullpen have to be careful not to step on the toes of the almighty marketing and PR departments, lest their

110 Replies 237,694 Views

Yeah, the big thing we're going for in 1.1, magic wise, is to make sure spell options available are interesting, unique, and have little overlap, with the unterstanding that spells will being added throughout the process (read: the magic system will never stagnate). If the 75 spells in the final v1.1 are balanced, unique, and feel like they have a strategic use, I feel we've hit our goal (with loftier goals already being plotted for future patches).

110 Replies 237,694 Views

[quote]And, again, no spells which need multiple spellbooks.[/quote] Yeah, we had talked about reintroducing multiple shards for certain spells, but 1.1 is really about stripping back a lot of the fat that's built up and making the core as lean/solid as possible. We can discuss it once the beta is in everyones hands. [quote]I do not want to HAVE to point these things out but apparently others do not mind and their QA did not check it, or their QA did check it and does is not aware how

110 Replies 237,694 Views

[quote]I'd imagine this part of the 1.1 beta will need plenty of bug hunting[/quote] It will, though we did push it back a week to weed out the most glaring issues (though new effects, paintings, and icons are all forthcoming). What I'd love to see is the modders kick around the new GameModifiers and various tags added to extend spell functionality. If we've added a feature where, with relative ease, we can make it considerably more useful to modders, I'll be happy to get it i

110 Replies 237,694 Views

Since launch, one of the major complaints about Elemental: War of Magic was that the last bit of our title (the "Magic" part) was found to be...lacking (to put it gently). Global mana addresses areas of cheese, but without a significant overhaul to the Spellbooks and Spells you’re casting, that side of the game would still feel weak. We’ve taken the following steps to rectify this in 1.1.... 1. Spellbook Re-evaluation: There were several problems with the way

110 Replies 237,694 Views

[quote]Based on Elemental's launch and what we know about what happened, more game designers aren't really needed...[/quote] To be honest, that's EXACTLY what the team needs...1-2 people who focus on NOTHING but design (with the added benifit of Derek being a kick-ass manager). The major problems arose from everyone on the team trying to wear too many 'hats', and since we all wore the 'design' hat, you ended up with a game where the individual peices didn't gel. With Derek and Toby in c

113 Replies 373,951 Views

[quote]are we getting 1.1 beta today ?[/quote] I'm afraid not...I think Toby will be detailing the official changes but, with Derek now on the team to help re-design, we determined some aspects of the plan didn't flow with what we wanted to reach in Fallen Enchantress. The new 1.1 roadmap puts us on the proper course and lays some solid groundwork for the first expansion.

65 Replies 138,554 Views

[quote]Once that hut popped, however, I was forced to change the status quo: Procipinee had something I wanted.[/quote] Nice...these are the little diamonds in the rough that I like to hear about. So perhaps revisit the spawning of objects so that some low % show up in foreign territory, just fingertips away from your grasp....perhaps even have an advisor popup to make a note of the situation. Anyways, just rambling. :) thanks again for everyones continuing feedback!

134 Replies 428,858 Views

Yeah, looks the unit that started the quest wasn't being properly saved...while most quests didn't make use of it, the ones that did (Sarog's Egg, for example) would get messed up if the loaded game had those quests started. All fixed for the next update!

11 Replies 3,565 Views