Hmmm...we have some 'cheat detection' stuff in there (if olayers use /cheats and actually USE a cheat key) but it sounds like that code has gone awry :( Unless you DID actually cheat... ;) We'll investigate & congrats on the win!
ScottTykoski
Mana Infusions : +400 and + 800 Mana, as abilities on branches. The wizard should have the opporunity to trade his level-up choice for a deeper mana reserve. These options should be on branches to he can skip over them and utilize the bonus later. Instantly Learning High Level Spells : While 'getting more spellbooks' is too passive a bonus (the likelihood of spells b
1.) This update was less about new quests and more about polishing what was in there (loot, encounters, text, etc). 2.) 15 games and no fertile tiles?! How long are you playing for? I know that this system is currently too random...I've seen anwwhere from 1-7 fertile tiles on a tiny map. That needs to me more reliable in producing maps with just enough spots to make the gameplay fun, but not a cakewalk. 3.) Still playing with this. Basically, Enchanting a
"No new features" is different than "no new content" :) But you really would be surprised how much 'polish time' can go into a game like this. Balancing alone is a "Play -> Critique -> Tweak -> Play Again" cycle. And for a 4x game that cycle isn't a quick one :(
We actually have many of the old LH items and abilities in editor, just as reference, but this was a case of some stray XML + a 'give random item' tag gone awry.
Some quick feedback before the weekend... [quote]2) I'm loving the 'enhanced' biomes that Sorcerer King is introducing, but I would love to see more natural denizen lairs within each biome. [/quote] Yeah, Beta 5 will start to introduct some biome-specific encounters. Nothing is more of a let-down than finding a new, exotic part of the map only to find it's filled with the same stuff as the rest of the map :( [quote]3)I al
Thanks guys - glad that you're all digging SK! Can't wait to get Beta 5 into your hands...it's SOOOO close :)
Removed for Beta 5 :) Thanks Borg!
Already fixed for Beta 5 :) Thanks M.Cat!
[quote who="thimon2k" reply="5" id="3527071"] BTW can someone tell me, what do Chaos and Wrath spell books? Is there a theme or common word for the spells in either of these books. [/quote] Wrath = Damage (using big Mana to inflict big Pain) Chaos = Debuffs (spells that use less mana to enchant the enemy in strange, sometimes random, ways) Of course this is just a general rule - you'll find some friendly enchantment spells in wrath and damage dealin
The "Quickfire" ability was pretty bugged before, but fixed for B5 (units don't use abilities, and they were getting a perma-attack penalty, which got fixed.) And I'll look into that initative bug, but I'd say the real issue is that you should never have units with a 90+ combat speed ;) Sounds like OP-ville, and I'll probably nerf that first thing this morning.
[quote who="thimon2k" reply="1" id="3526708"] I know that Scott shot the idea of other upgrades in the stream, but you can always hope. [/quote] I'll pitch it again, but we're really trying to tighten-up scope from here-on-out :( What I'd love to do is revisit the system post-release and see what makes sense. A lot of the obvious bonuses (attack, defense, enemy debuffs) are now being applied through City spells that affect battles
It's true - quite OP. Enjoy it while it lasts :)
The plan is that Beta 5 will have a balance / design pass on Heroes, Sovereigns, Spells, Improvements, etc. Wizard tree and the original three champions (Tandis, Varda, and Keplin) in particular need lovin', but everything will be looked over and tweaked as necessary.
Probably wait...it takes precious time to get a stable Hot Fix out the door, so I think we're just going to put that energy into making Beta 5 as awesome as possible. Keep the bugs coming, though! :)
Hmm...equip-able beasts as a Guardian Ability. Very interesting :)
Just fixed both of these earlier in the week, ironically :) Quickfire had all sorts of issues, and Drogan's 'Beastmaster' ability was hooked up just like Steven said - 50% damage instead of 150%. Thanks!
That's so weird - the data looks right (the only spell that should appear in the spellbook is the Strategic one, which auto-unlocks the Tactical one). Will investigate. mgpiffle: Looking at the data it should already scale at a rate of + 3 per shard. We don't really use the concept of 'Level' for Sovereign Spells - just for Unit Abilities.
You don't have to research both spells separately - both are unlocked at the same time. Was that the basis for concern?
Fixed :) Thanks Scifi!
This is one of the outstanding legacy bugs that we're hunting down (the movement one from a few months ago was easier to track down). Rest assured it's on our lists :)
[quote who="NaytchSG" reply="8" id="3522554"] Maybe make it a high-level sov unlock for additional spells if you do want a cap for certain sov types? [/quote] Right now the only 'cap' is how many spells you have available based on your Spellbook loadout (ends up being around around 40-50 for most sovereigns). I really like the idea of the Wizard sovereign being able to boost this during gameplay though. Some late-game sov abilities could g
Looking into this bug right now. There's some old 'Randomize Spells available to Research' code that needed to be ripped out, and now I'm getting spells I wasn't seeing before, so hopefully that'll fix this issue.
The pacing goal for 1.0 is to have a handful of very easy enemies in your starting vicinity ("Overwhelming Victories" & "Victories") to allow newer players a chance to learn combat without fear of defeat. It should be a few steps into the FOW before hitting your first 'Uncertain' battles, and even these will need to ramp up in difficulty the further you get from your capital city. All balance stuff that will be tweaked in the next few weeks :)
There's a unit ability called 'Dodge Missiles' that's probably on too many enemy units :) Or, at the very least, the Battle Tooltip needs to be more honest about your hit likelihood. And I bet rain of arrows is falling into the same issue, where it's just not hitting units with the "Dodge Missiles" ability. We'll investigate!