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Elemental February Status Report

Elemental February Status Report

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As I write this in February, we are working on Beta 1G of Elemental. The last two betas (beta 1E and beta 1F) have been released only internally making this the first public beta since December.

Beta 1G marks the end of Beta 1.  Right now, we’re trying to decide whether we need to polish beta 1G further prior to releasing it to the public or whether to release it and then do subsequent public updates to beta 1G as we clean things up as we head into Beta 2 which begins the multiplayer testing phase of the game.

So where do things stand?

Dynasties

Players get married, have children and those children will grow up. Those children can then be put into arranged marriages with the children of other sovereigns.  When negotiating the marriage, one of the elements is whose family does the couple belong to. If they enter your family, you end up with a champion which is quite powerful. If they end up in their family, you have an heir which means that if that player quits (MP) or surrenders (AI) the player with the best claim to the throne of that kingdom inherits the remaining cities.

The Children

One of the more challenging (visually) issues we’ve had to deal with is the off-spring of your children. They inherit traits from the parents and this has had some interesting visual effects.

You can can up with some pretty ugly grand-children and later great-grand-children.  This is an area that will likely continue to be enhanced as we get further along. Of course, the benefit of children is that they grow up to be powerful champions.

Champions

Most units are mundane. You cannot breed an army of wizards or priests or unicorns or what have you. Magicians are rare, powerful, and important. You can recruit lots of different champions into your armies as well as powerful magical creatures (like dragons).

Beta 1G includes non-player-characters who roam the world doing their own thing. You (and AI players) can try to recruit these champions onto your side.

Magic

The initial spell book is in beta 1G. Each faction will have its own spells. There will be some common spells (healing for instance) but there will be plenty of unique spells as well based on the history and legends of each faction.  For beta 1G, only the global spells are in since tactical battles aren’t scheduled until Beta 4 (Spring).

Be forwarned: Since beta 1 and 2 only take place on the cloth map, magical spells are boring. Casting a raise mountain simply creates a mountain on the cloth map. Ironically, behind the scenes, the full 3D transformation does take place but beta testers can’t see i.

Speaking of ugly

I realize there is a temptation to simply turn on the 3D engine. We just want to focus on the game being as ugly as humanly possible for as long as we can so that we can focus on making the game fun without relying on its graphics as a crutch. The 3D engine should enhance the fun but not be the ultimate source of it.

Quests

The basic quest system is in. There aren’t many quests in yet. Quests of various complexities will get added throughout the development process.

Will it be fun?

Before we call it a day and move to Beta 2, we do want the game to be a game and not simply a series of unconnected features.

We’ll be deciding tomorrow whether the build we have constitutes what we are willing to call beta 1G as there is a certain amount of polish and even basic balancing that is necessary for it to be playable imo.

So that’s where we’re at. Stay tuned!

35,341 views 74 replies
Reply #51 Top

Quoting BoogieBac, reply 50

The thing is, sadly, I don't think we are going to see a "loyalty system" in this game. I had actually always planned on having a per-unit loyalty system in the game...where certain spells, items, and actions would have some morality value, and if you start doing things your heroes didn't approve of (too far from their own morality alignment) they would have a chance of leaving.


Then, when you get a band of heroes at your doorstep, coming to stop your plans of domination (ala most RPGs) there's an appropriate (and choice-driven) context.

That sounds awesome, man. You make it sound like it got shot down though. This "I had actually always planned on having a per-unit loyalty system" , in particularly the words "planned on" makes it sound past tense. That sucks if so. It would have been nice playing a evil Sov and bribing champions away from other Sovs with promises of riches and powerful items.

Reply #52 Top

Well, not shot down, but I know time is slowly getting tight for 'wouln't it be cool!' features ...though this would actually just plug into existing systems, so perhaps it WOULD be an easy one to get in.

Any time we can tie game features together in interesting ways I'll be all for it, and this would be a great way to link item use, spell use, and event driven actions to humanize the NPC's without too much effort. Actually, the more I talk about it the more I'm selling myself on it's necessity.  :)

Reply #53 Top

Quoting cephalo, reply 46
Quoting KellenDunk, reply 44

I disagree.  These Sovereigns are not just immortal emperors, they have the very rare power to make land habitable.  It is through this power that people are able to survive.  Allowing your non-channeler, son to take over your empire without the ability to imbue the land with his essence would ensure the demise of all the people who live there.  The people need to swear fealty to a Sovereign in order to survive.


But regardless of family relations, if your sovereign dies you need a new sovereign who's in a position to protect you without changing a great deal. That sovereign is not necessarily going to be your strongest relation, it will more likely be one that is both tolerable and can send troops the fastest.

Maybe that's ok. Maybe I'm being too nitpicky. 

I don't think you are.  I do think that the system should have a method to allow each settlement to make its own decision about who it follows.  The likelihood of a whole empire going moving as whole to the same ruler seems pretty slim to me.

Reply #54 Top

Quoting BoogieBac, reply 52
Well, not shot down, but I know time is slowly getting tight for 'wouln't it be cool!' features ...though this would actually just plug into existing systems, so perhaps it WOULD be an easy one to get in.

Any time we can tie game features together in interesting ways I'll be all for it, and this would be a great way to link item use, spell use, and event driven actions to humanize the NPC's without too much effort. Actually, the more I talk about it the more I'm selling myself on it's necessity. 

Well then quit talking about it and get to work, it's almost 7:30 in the morning. Damn slackers :P

hehe j/k brother. It does sound awesome and as you pointed out "a great way to link item use, spell use, and event driven actions to humanize the NPC's without too much effort". That makes a lot of sense when you think about how these systems interact with each other.

Reply #55 Top

Quoting KellenDunk, reply 53


I don't think you are.  I do think that the system should have a method to allow each settlement to make its own decision about who it follows.  The likelihood of a whole empire going moving as whole to the same ruler seems pretty slim to me.

Since they are presenting this dynasty system as a path to victory, a marriage strategy would have to have elements that you can count on, or else it's a bad strategy. In that sense it could end up as a mechanic that sacrifices a bit of realism. Is that a terrible thing? I'm not sure.

What happens when the rules say that you inherit a territory that you don't want? Do you have to take it even if it's isolated and likely to cause a war with someone you aren't ready to take on? If they can't stand independantly without a sovereign, then the most obvious choice in most cases is to surrender to the enemy who killed their sovereign. He's likely to be very strong in the local area, and there might be nobody else who would be willing to take on their cause if they are just an isolated, hanging remnant of a destroyed empire that has little to offer besides strategic liability. 

Reply #56 Top

I had actually always planned on having a per-unit loyalty system in the game...where certain spells, items, and actions would have some morality value, and if you start doing things your heroes didn't approve of (too far from their own morality alignment) they would have a chance of leaving.


Then, when you get a band of heroes at your doorstep, coming to stop your plans of domination (ala most RPGs) there's an appropriate (and choice-driven) context.

Yay! \o/  It really does sound awesome!

...though this would actually just plug into existing systems, so perhaps it WOULD be an easy one to get in.

Any time we can tie game features together in interesting ways I'll be all for it, and this would be a great way to link item use, spell use, and event driven actions to humanize the NPC's without too much effort. Actually, the more I talk about it the more I'm selling myself on it's necessity.  :)

and this sounds very reassuring, thank you for taking time to explain your ideas on this, cuz i think it's important too! Boogie, you rock man!

Reply #57 Top

Quoting BoogieBac, reply 52
Well, not shot down, but I know time is slowly getting tight for 'wouln't it be cool!' features ...though this would actually just plug into existing systems, so perhaps it WOULD be an easy one to get in.

Any time we can tie game features together in interesting ways I'll be all for it, and this would be a great way to link item use, spell use, and event driven actions to humanize the NPC's without too much effort. Actually, the more I talk about it the more I'm selling myself on it's necessity. 

I hope there's time for this, as it'd add a lot to the game -- consequences for one's actions.

In most RPGs you can wander into someone's house, loot it, and they still respond to you as if you didn't rob them blind.  Consequence-free actions make a game one dimensional (or less dimensional).  Games that have consequences for actions are multi-dimensional.

It's also a good feature as it opens up a new strategy in the diplomacy/espionage arena.  Subverting a foe's heirs/heroes/units thru one's actions/behaviors, using espionage to frame or smear an enemy sov., etc.  Sacrificing an immediate gain (don't loot the peasants) for a long term gain (win over the 'goody' faction) is a choice, and meaningful choices are good. 

It'd also be a way for a small empire to hold their own against a bigger one (besides magic).

I understand there's too many "wouldn't it be cool!" features to put em all in and still see the game in this decade, but knowing you folks they'll be added eventually.  We'll be patient, I promise  :)

Reply #58 Top

'Moral Backlash' is actually a slider in the item editor, so the feature is around 2% done ;)

Reply #59 Top

'Moral Backlash' is actually a slider in the item editor, so the feature is around 2% done

sweetness! :D  i can, like, go to bed happy now!

Reply #60 Top

Quoting BoogieBac, reply 58
'Moral Backlash' is actually a slider in the item editor, so the feature is around 2% done

I vote to keep this in, at least as an optional attribute on items.  Maybe certain spells should have it too.   Nobody likes it when you cast Corrupt Livestock X.

Reply #61 Top

Quoting BoogieBac, reply 35

You cannot claim to restrict us to the cloth map to ensure we judge the fun of the game on its unaesthetic merits alone and yet deprive us of fun.  Which is why we've been saying 'don't expect the game to be fun until Beta 3....not because that's we'll turn on the 'pretty gfx', but because we'll only move past Beta2 when the game is enjoyable on the cloth map.  It's less a contradicition and more a 'sad truth'. 


If the final build of Beta 2 dosen't suck you in and never let go, then we have issues...till then, we make no claims as to what level of enjoyment you'll be experiencing.

Thank you. Then I was misinterpreting; I had imagined that we were supposed to be noticing "fun" here, which I have not. I will wait for then end of Beta 3 before looking for inconsistencies! ;-) 

Reply #62 Top

Quoting cephalo, reply 39
I'm still bugged by the idea that a sovereign who hopes to live for centeries can have a 'dynasty'. I guess you could say that family members could be more easily trusted with important tasks, but they must always expect to be subservient and never inherit anything other than their allowance. If their sovereign should die in battle then they must obey some distant relative that they don't even know. Would that be acceptable to the son of the sovereign? Says who? If he can't stand on his own, it follows that he would prefer to attach to someone who can best protect him.

The way this dynasty mechanic is presented, it seems to stand on shaky fictional ground. I think it will feel very 'gamey', and not feel like a story unfolding.

 

That's because the games point is not about some story unfolding, it's about functioning gameplay....

 

You're looking for an RPG and this isn't it.

Reply #63 Top

 That's because the games point is not about some story unfolding, it's about functioning gameplay.... You're looking for an RPG and this isn't it.

The devs have stated that it's going to be a mixture of both a strategy and a RPG game. I don't argue the fact that whatever the devs choose will be "functional" or not, because I know it will. However, to say a game like this cannot at the same time be a story unfolding is imo selling it short. The "dynasty system" as is, seems like an excuse to mop up the end game. And i'm not saying that's a bad thing, but cephalo has a point when he says that this "dynasty system" isn't really functioning like one. So I'm sorry, but I have to disagree, because every game of Master of Magic I ever played was a story unfolding, and I can't say that about every game. A game doesn't have to just be a game, it can have enough immersion to be like a book, if you want it to. That's my point.

 

Reply #64 Top

Keep in mind that one of the inspirations for Elemental is Middle Earth, and that at least in the endgame it's supposed to depict massively powerful beings and their armies clashing for the fate of the world.  While I'm not an expert on Middle Earth, at least some of the real world mythologies do involve immortal beings siring mortal offspring who will never be on the same level of power as their parent.

That brings up something interesting - I'd actually like to see some quantitative measure of "divinity" in the stats of offspring (for lack of a better term, I know the sovereigns aren't necessarily divine).  It would affect how powerful the child is, as well as the child's lifespan.  Your sovereign will presumably be having children with a "normal" spouse, making that first generation 50% divine.  If those children then have their own children with a "normal" spouse then their offspring would be 25% divine (i.e. less powerful), and so on.  The divinity of a child would be the average of the divinities of its parents.

And who knows, maybe one of the treaty negotiations between two sovereigns/channelers would be for them to get together to have a terrifying 100% divine child?  That would have to be a rarely achievable negotiation though. ;)

 

Reply #65 Top

Quoting BoogieBac, reply 58
'Moral Backlash' is actually a slider in the item editor, so the feature is around 2% done

Even if you end up not having time to do a whole system on it. It can still be left in the code and then Modders can expand on it in the future or later down the line you can add it in to a expansion pack or patch/update. :)

Reply #66 Top

Quoting BoogieBac, reply 50
I had actually always planned on having a per-unit loyalty system in the game...where certain spells, items, and actions would have some morality value, and if you start doing things your heroes didn't apporove of (too far from their own morality alignment) they would have a chance of leaving.

Then, when you get a band of heroes at your doorstep, coming to stop your plans of domination (ala most RPGs) there's an appropriate (and choice-driven) context.

 

I would really like to see such a feature and think it would add a lot of memorable moments to the game.  But if it is implemented it should also be possible to be able to significantly influence/corrupt the heroes. (Hallo paladin, come to the dark side, we have cookies!)

Reply #67 Top

But if it is implemented it should also be possible to be able to significantly influence/corrupt the heroes. (Hallo paladin, come to the dark side, we have cookies!)

The idea of being able to counter-recruit champions sounds neat, but I'd expect strong alignment differences to make the process much more difficult than with champions who are closer to thinking like a 'normal' member of your faction. I don't know what the later AD&D editions might have done to paladins, but if there were such a thing as an Altar paladin and Kraxis successfully got her to switch sides, much of the unit's power should go away because it was based on devotion to the cause just abandoned.

Reply #68 Top

In 4E Paladins can be of any aligment. They are mostly Good but there are no limitations now. So, for example, The Raven Queen, neutral Goddess of Death, Winter and Fate has her share of neutral Paladins.

Reply #69 Top

Quoting Wintersong, reply 68
In 4E Paladins can be of any aligment. They are mostly Good but there are no limitations now. So, for example, The Raven Queen, neutral Goddess of Death, Winter and Fate has her share of neutral Paladins.

Well that sounds like an improvement to someone like me, who hates levels and classes in my RPGs. Hope a paladin of any stripe still takes a major stack of penalties for abandoning the faith, though.

Reply #70 Top

Pg 91 from players handbook

"Paladins are not granted their powers directly by their deity, but instead through carious rites performed when they first become paladins.  Most of these rights involve days of prayer, vigils, tests and trials, and ritual purification followed by a knighting ceremony, but each faith has its own methods.  This ceremony of investiture gives a paladin the power to wield divine powers.  Once initiated, the paladin is a paladin forevermore.  How justly, honorably or compassionately the paladin wields that power from that day forward is up to him, and paladins who stray too far from their faith are punished by other members of the faithful"

 

So I would say the penalties would be entirely DM dependent.  How exactly is he punished and by whom?  We do know he retains hi abilities, though.  Personally I like this better than the old method that proscribed exactly what to do with classes who has strayed.

 

Reply #71 Top

Quoting KellenDunk, reply 70
So I would say the penalties would be entirely DM dependent.  How exactly is he punished and by whom?  We do know he retains hi abilities, though.  Personally I like this better than the old method that proscribed exactly what to do with classes who has strayed.

Thanks for the info. It seemed DM-dependent in the old days to me, but that was because the DM had to decide when to invoke the blunt-force ugly mechanics. Being punished by the people who empowered you seems much more appropriate, if equally open to neglect by a DM.

Reply #72 Top

'Moral Backlash' is actually a slider in the item editor, so the feature is around 2% done

Fantastic...the idea is awesome and deserves a run imo, personally I see alignment as the core of any speculative fiction.

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Reply #73 Top

Fantastic...the idea is awesome and deserves a run imo, personally I see alignment as the core of any speculative fiction.

As do I. I'm just glad to hear that boogie's thinking of incorporating loyalty based on individual alignment. That's awesome because I'd love to see a hero fight back because he doesn't agree with what his leader has started doing lately. Start a revolution, ya know? It's one of those things you see in movies and books but never really see in games like this and that really excites me to hear Elemental might just be the game to break that barrier.

Reply #74 Top

It's one of those things you see in movies and books but never really see in games like this and that really excites me to hear Elemental might just be the game to break that barrier.

Well, EU:Rome had it in pretty high detail, but the game as a whole was a bit of a disappointment.  Such a shame.