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Elemental Beta 2-A Preview

Elemental Beta 2-A Preview

imageThis week we plan to release Beta 2-A of Elemental. 

Once Beta 2-A goes out, we will be closing the beta for new users until Beta 3. To join the beta, simply pre-order the game.

Now, for those of you not used to being in a Stardock beta, let me emphasize once again: These betas are NOT fun. They are not supposed to be fun. They are NOT demos or representative of the final game play or even the final graphics. 

What to expect from Beta 2-A

There have been a lot of game play changes based on player feedback.

In no particular order these are the areas we’ve been heavily modifying:

  • Major changes to city building.  Generally, a lot fewer improvements being built and the ones there have more impact. Generally speaking, you will only build 1 of a given improvement in a city. Better improvements will require higher level cities. 1 to 2 housing units is typically sufficient to go up (but food is more precious since you can’t crank out gardens anymore).
  • More mobility in general (units get more moves)
  • Monsters properly spawn based on toughness (i.e. generally no more crazy monsters right outside your base)
  • AI improvements (still primitive though)
  • More items
  • More quests
  • Beginning of cleanup to the tech tree
  • Customize Sovereign enabled
  • Lots of bug fixing (alt-esc crash fixed)
  • Balance work on items, equipment, etc.
  • Some graphics and animation improvements

 

image
A more typical early game city.

We are pouring through player feedback and I think users will be surprised at how quickly and how many user suggestions we can get in (unless you’ve been in a previous Stardock beta in which it’s typical).  We ask those users who are new to our beta programs to keep sending in ideas but to please remember at this point, it is just a visual software program rather than a “game” per se. Those who want to “have fun” I highly recommend waiting until release.

Stay tuned and keep the bug reports, feedback, and suggestions coming!

 

UPDATE

We understand that many of you are finding Beta 2 fun. We're not saying that Beta 2 is completely horrible. We're just saying that we are only at the beginning of the balancing process and major elements (the WAR and the MAGIC) parts of disabled in Beta 2.

335,625 views 219 replies
Reply #151 Top

Quoting Stmorpheus, reply 136
eh? really? hmm i will have to look more closely.  like it gives you 2x more food than what? your total output?  thats a lot!

It gives double food in the city it's built in.

Reply #152 Top

Quoting Valiant_Turtle, reply 146
Keep in mind that early cities are not a strong requirement for this game.  The other day I started a game with a inventor hero and a 4-pack of adventurers by me.  I recruited them all but didn't have enough $ left for a city (I'm not sure the game is getting the $ right on recruiting groups, I'm going to check next time I see one).  We wandered around getting loot and fighting monsters until we were all level 4, at which point I found an AI city and walked right in.  I did actually get enough money from goodie huts and quests to start a city, but it wasn't all that important.  The inventor kept me reasonably up to date in tech.  On small maps this particular rush strategy might be quite viable.

lol, yeah, at the moment it's not obvious what is and isn't balanced as so many important aspects are either not in, AI, Magic, and Adventuring Techs, and others are not properly balanced or refined that there are all sorts of things you can do to achieve success of some sort.

Reply #153 Top

Quoting Valiant_Turtle, reply 146
Keep in mind that early cities are not a strong requirement for this game.  The other day I started a game with a inventor hero and a 4-pack of adventurers by me.  I recruited them all but didn't have enough $ left for a city (I'm not sure the game is getting the $ right on recruiting groups, I'm going to check next time I see one).  We wandered around getting loot and fighting monsters until we were all level 4, at which point I found an AI city and walked right in.  I did actually get enough money from goodie huts and quests to start a city, but it wasn't all that important.  The inventor kept me reasonably up to date in tech.  On small maps this particular rush strategy might be quite viable.
An excellent example of how to strategize in a strategy game, and that there are multiple solutions available without needing to change the game.

Reply #154 Top

Quoting lwarmonger, reply 129
I do agree that houses should make up a fair portion of your city.  It is just a hassle to put lots of them down, especially since to do so is to juggle food with all of your cities.
If the micromanagement is the big issue, it could be solved by improving the interface instead of changing the game rules.  Building many gardens and houses would be less of a hassle if you could queue up many of them at once,  That's difficult to do now because you must pay for the item when you queue it.  If you currently have no food surplus, you can't queue two gardens and a house because you don't have enough food for the house.  Construction costs should be charged when construction begins, this way you can actually use long queues. 

Reply #155 Top

Quoting strager, reply 150

That should not be allowed to happen!

Yes it should. I believe it was specifically stated by a dev somewhere that at the start you should have the option of recruiting NPCs and doing quests or building up your kingdom right away. It's probably even possible to never build or capture a city and still win using only the might of your sovereign and NPCs. I believe in another thread somebody mentioned they got an adventurer up to combat rating 400+, with that kind of power there's very little human armies can do. It's yet another strategy out of many that can by used to win.

This isn't Civilization: War of Magic.

Reply #156 Top

Quoting Nick-Danger, reply 149

Basically my point is that often when folks have a 'problem', instead of trying to fix it by improving their game play they lobby to get the game changed.  As I see this 'problem' to be fairly easily avoided by more careful city site location, it's not an intrinsic problem requiring a game change, but is instead self-inflicted thus no game change is necessary.

It's interesting how often 'arguments' (in the best sense of the word -- ie discussions) are based upon misconceptions and the arguers are basically in agreement

Yes I agree on both statements.  There are times when people perceive a game to be bad when in fact they are simply playing the game badly.

First of all, I'd like to say that I have generally been a "careful city placer."  In the games I've played my first inclination is always to see what it is available around me and based on that I decide on whether I would be better off moving to another spot.  As such, in the most "serious" game of Elemental I've played so far I avoided the "garden spam" by seeking out food resources.  I managed to find that spot with the Oasis, the Orchard, the Farm, and the Bees, and I was set.  So, I'm not someone who is complaining about the garden spam, as I've yet to experience it.  I planned on starting a game not next to a food resource just to experience it, but each time I restart I seem to be right on top of one.

Now, from what I understand the game is not simply a strategy game but also partially a role-playing game.  As such, one of the things that makes the RPG aspect more fulfilling to me is game world which appears to resemble a fantasy setting.  In a fantasy setting I imagine a world where there exists a mix of city sizes.  There would be some outposts, some humble villages,  some prosperous cities, and some huge capital cities.  My fear is that if you allow essentially unlimited food, in the form of gardens, every city in the game will eventually be Level 5.

Now of course this might not be true, maybe there will be a diversity of city sizes regardless of unfettered access to garden building.  Even if it is true, this sense of game atmosphere might not be worth loss of strategic depth (if there in fact is a loss of strategic depth) by removing gardens.  I suppose everyone will have their own opinions on the importance of these sorts of things.

In any case, I'm still looking forward to 2A.

Reply #157 Top

Quoting Xtropy, reply 135


What you're saying is true, but it also applies to any map that doesn't give players fair access to starting resources.  If one can be successful without access to resources then it diminishes the importance of ever having resources.

 

I may be wrong, but food seems to be the only crucial resource in the game.  You can get get by without other resources - not having iron available (build troops that don't use iron!), not having horses (many great armies had no or very poor cavalry).  Gold doesn't require a resource, materials can be made without resources (though lumbar yards help a bunch!).  Without food you're stuck with a tier 1 city.

 

Not having food resources available is like being stuck on a continent completely covered in desert or ice in Civ4!

Reply #158 Top

Quoting Zoe_E, reply 157

Not having food resources available is like being stuck on a continent completely covered in desert or ice in Civ4!

Exactly.  In a completely different game, Civ 4, you could be likewise handicapped if you were to start in the middle of the desert or on the middle of an ice sheet.  It doesn't happen (by default) because the pre-packaged map generators don't allow for something so grossly unfair to occur.  Much like in your example I hope that my starting location wouldn't be so grossly unfair compared to my opponents, where I'd have to spend dozens of turns hunting down a single food resource, where they just start right on top of one.

I just don't know what, by release, a typical map will look like, and how many food resources we can expect to find on average.  I'm sure this will take some tweaking and balancing by the developers.

Reply #159 Top

Quoting Tridus, reply 77

No, Sanati is wrong. I know how to use gardens just fine, and understand the system perfectly well. The system is just plain annoying. Growing cities becomes a game of jam packing gardens and houses in, which is about as far from fun as you can get IMO. It seems like people who think nobody but them understands gardens themselves don't understand the complaints.

Food resources ARE important. The world is recovering from a cataclysm. Most of it is a wasteland. Doesn't that make controlling good sources of food important? Isn't it silly to have a giant city fed entirely by gardens, on land that isn't fertile enough for intensive farming?

In the case of city spam, people are trying to solve a problem that doesn't exist yet with overly complicated solutions. Once maintenance costs are turned on, there won't be a reason to spam outposts. They aren't big enough to matter unless they capture a resource you want, and they won't be able to make back maintenance costs until they rank up a couple of times (at which point they're draining food away from somewhere else).

There's really no need for hard caps. I also find that suggestion strange coming in the same thread where there's complaints about removing garden spam taking away "flexibility". Nothing removes flexibility more then a hard cap on building outposts.

You don't really address the core problem here. That is how crippling it would be for civilizations without food resources. Yes, food is important. Why make food even more rare? Yes it's a magical cataclysm... but you aren't just planting on a random tile of wasteland. Gardens can only be built on land magically infused with life. This isn't the road-warrior post apocalyptic wasteland everyone is acting like it is.

I like gardens. They're modest sources of food, but aren't really a substitute for good food resources. Gardens also balance out populations. The real problem is not gardens. The real problem is the lack of a meaningful economy and/or upkeep costs.

I'm not for hard caps. I think it's possible to make things more sane in an organic way.

Reply #160 Top

look, personally i think that a settlement should get along just fine without having to find special resources within the game.  now, i don't think that city should be able to become a powerful food outputting city until level 4 or 5, IF you choose to make that city specialize with special food type building/merging/adjacency.

if you can secure a special resource then fine, that city can be something really special.  and also a target for an enterprising player as well.  this is the way it should be.

however a city should be able to build farms and just get by at the earlier levels.  i would say that if you had 3 average level three cities and do not have any special farming tiles you should prob have on average around 10 extra food.  this is enough to start another town if you want to, or perhaps use the extra food to specialize a town or 2 to something like being able to output troops quickly, or mine iron.

this is where the balancing should be.  food, should be just enough to where out of 5 settlement, maybe 2 can be specialized for your plans.  that is unless you found that excellent food special tile in which you might use a single town to supply the other 4 with the necessary food to specialize.

Reply #161 Top

Quoting Sanati, reply 155

Quoting strager, reply 150
That should not be allowed to happen!
Yes it should. I believe it was specifically stated by a dev somewhere that at the start you should have the option of recruiting NPCs and doing quests or building up your kingdom right away. It's probably even possible to never build or capture a city and still win using only the might of your sovereign and NPCs. I believe in another thread somebody mentioned they got an adventurer up to combat rating 400+, with that kind of power there's very little human armies can do. It's yet another strategy out of many that can by used to win.

This isn't Civilization: War of Magic.

 

But you shouldn't be able to steamroll over someone using that strategy.

Reply #162 Top

Quoting strager, reply 161

Quoting Sanati, reply 155
Quoting strager, reply 150
That should not be allowed to happen!
Yes it should. I believe it was specifically stated by a dev somewhere that at the start you should have the option of recruiting NPCs and doing quests or building up your kingdom right away. It's probably even possible to never build or capture a city and still win using only the might of your sovereign and NPCs. I believe in another thread somebody mentioned they got an adventurer up to combat rating 400+, with that kind of power there's very little human armies can do. It's yet another strategy out of many that can by used to win.

This isn't Civilization: War of Magic.

 

But you shouldn't be able to steamroll over someone using that strategy.

Unless your Sov and crew can personally produce all the research and spell points you'd need the pure Gandalf mode won't work so well.  And right now you can only recruit people who are within your border, so a town is required for recruitment.

Reply #163 Top

Quoting KellenDunk, reply 162

Quoting strager, reply 161
Quoting Sanati, reply 155
Quoting strager, reply 150
That should not be allowed to happen!
Yes it should. I believe it was specifically stated by a dev somewhere that at the start you should have the option of recruiting NPCs and doing quests or building up your kingdom right away. It's probably even possible to never build or capture a city and still win using only the might of your sovereign and NPCs. I believe in another thread somebody mentioned they got an adventurer up to combat rating 400+, with that kind of power there's very little human armies can do. It's yet another strategy out of many that can by used to win.

This isn't Civilization: War of Magic.

 

But you shouldn't be able to steamroll over someone using that strategy.
Unless your Sov and crew can personally produce all the research and spell points you'd need the pure Gandalf mode won't work so well.  And right now you can only recruit people who are within your border, so a town is required for recruitment.

 

You can also recruit whilst adjacent to an NPC.

Reply #164 Top

Quoting KellenDunk, reply 162
And right now you can only recruit people who are within your border, so a town is required for recruitment.
I also thought this but found out the other day it's not true.  You can stand adjacent to a champion and hire them (assuming you have sufficient gold) -- no city needed, you can recruit while city-less, not just while outside your borders.

And yes, one shouldn't be able to steamroll -- unless you've (not You 'you' -- I mean the generic 'you' :) ) been careless and not built up ie the steamroll is preventable and you just didn't play smart to defend against it.

Reply #165 Top

Food has such a major impact on all improvements right now. You can't really specialize in anything without some concentration on food because most if not all improvements require higher level cities to even build them. So little city growth = little boost in output of any one resource unless you spam cities and concentrate many on one resource or you find another food source other than gardens.

In this beta build, it seems like gardens are almost a way of encouraging specialization because being as inefficient as they are,  they take up a lot of building space. If you can't secure a large food source, you don't really have the room to keep a town balanced while gaining any significant boost in one area.

I am interested to see how the beta 2-A change impact city building.

 

Reply #166 Top

In this beta build, it seems like gardens are almost a way of encouraging specialization because being as inefficient as they are,  they take up a lot of building space. If you can't secure a large food source, you don't really have the room to keep a town balanced while gaining any significant boost in one area.
Yep, and I thought that was intended behavior. I don't think the balance was quite right, but overall, I approved of the mechanic.

Reply #167 Top

Major changes to city building.  Generally, a lot fewer improvements being built and the ones there have more impact. Generally speaking, you will only build 1 of a given improvement in a city.

Hello,

I just started with this Beta (2).  And the one thing that really separates this game from others like it (which is a good thing) is building multiple of the same type, really lets you strategize.   If it just becomes a build one of each, no thinking required then it may end up being like other games before it.

Tweaking food is fine, I just really like having to think about what I'm going to build, not not just a brainless build one of each.

Reply #168 Top

Quoting strager, reply 161
But you shouldn't be able to steamroll over someone using that strategy.

If they don't prepare for it then I don't see why not. Much like rushing in another game. If your sovereign sits on their butt in a city all game and you don't train any adventurers up or build some really powerful defenders, then you will lose to that strategy. If you counter their strategy though with sufficient protection, then they have nothing to fall back to. So it's a gamble.

I would imagine another likely counter to that is a very magic focused sovereign just nuking and debuffing the crap out of the warrior based sovereign.

Reply #169 Top

Quoting Eldorad, reply 47



Quoting Tormy-,
reply 41

Why should this change affect city spam? I fail to understand it. This is an "anti-micro" change imo, nothing else.


I assume by Frogboy's post "food is more precious since you can’t crank out gardens anymore" means only one garden per city level or something.

Under beta 2 I could build as many gardens as I had tiles. Thus I can support more cities under beta 2 than in beta 2a if no additional food resources were available.

I think we should wait and see how the change affects gameplay before we leap to conclusions although I agree with Osiris' point - this does put a big reliance on rare food resources.

In beta 1 didn't the sov automatically start next to a food resource?

This could solve that problem.

Yes I understand this, but I doubt that this will prevent me from "spamming" cities. [I don't like this word. You won't be able to "spam" cities anyway. There are some "soft caps", like territorial limits, essence/res/gold/etc.]

Side note: In fact, it would piss me off, if I would be limited in creating new cities if my Sov would have the necessary essence/resources/gold/whatever to create one more city. It would make no sense. What would be the point in limiting the player in creating 50 cities for example, if the player has the necessary resources for that? This is a strategy game, isn't it?

Either way, yeah, let's wait for the new beta version, and we will be more clever. :)

 

Quoting Nick-Danger, reply 131



Quoting duke87,
reply 128
...I didn't like to have to spam gardens all across my cities, but I thought that was kind of the point- you have a fixed number of tiles and you have to balance between food, housing, and other improvements. It was a real balancing act until I founded a city near a fertile tile. After that, food was abundant for the rest of the game...Agreed.


The 'problem' of garden spam is fairly easily avoided by careful city selection.  Just plopping down cities without regard to food resources is the real problem.  Better to improve one's play than change the game to forgive non-careful play.  It is, after all, a strategy game.

I can see changing things tho from a game design point of view -- the pic of the 'new town' layout seems more elegant and less clunky, which is important in game design.

I'm of an open mind regarding the changes, and will wait and see.

I agree with this as well.

 

Quoting Frogboy, reply 118
You'll still be able to have big cities but it won't be because you built' 30 gardens, 10 workshops and 8 studies.

It''ll be because you worked through the tech tree and made careful choices of where to put what.

One of the things I've been working on this week is putting in improvements that are only 1 per faction (right now, only the palace really does that).  Specialization of cities matters and that can really only be gratifying by giving the player choices.

Sounds good to me. :)

 

 

Reply #170 Top

Quoting strager, reply 150



Quoting Valiant_Turtle,
reply 146
Keep in mind that early cities are not a strong requirement for this game.  The other day I started a game with a inventor hero and a 4-pack of adventurers by me.  I recruited them all but didn't have enough $ left for a city (I'm not sure the game is getting the $ right on recruiting groups, I'm going to check next time I see one).  We wandered around getting loot and fighting monsters until we were all level 4, at which point I found an AI city and walked right in.  I did actually get enough money from goodie huts and quests to start a city, but it wasn't all that important.  The inventor kept me reasonably up to date in tech.  On small maps this particular rush strategy might be quite viable.


 

That should not be allowed to happen!

It is a very strong exploit the AI cant do nothing against. If you are somewhat lucky in recruiting some strong heroes, even 2 or 3 units in a city cant stop them.

Reply #171 Top

Quoting Sanati, reply 168



Quoting strager,
reply 161
But you shouldn't be able to steamroll over someone using that strategy.


If they don't prepare for it then I don't see why not. Much like rushing in another game. If your sovereign sits on their butt in a city all game and you don't train any adventurers up or build some really powerful defenders, then you will lose to that strategy. If you counter their strategy though with sufficient protection, then they have nothing to fall back to. So it's a gamble.

I would imagine another likely counter to that is a very magic focused sovereign just nuking and debuffing the crap out of the warrior based sovereign.

As kingdom player right now you cant research and build enough defenders to stop that kind of rush in time. Even if i loose one or two heroes you are out of the game and i got a city.

I dont care for single player, but i see problems for MP. And they get worse the smaller the map is.

Reply #172 Top

Quoting Tormy-, reply 169
This is a strategy game, isn't it?
 

So is Ogre Battle and HoMM, you can't build any cities in those games. Not all strategy games have to be the same. Civilization and FfH are the games you play to build 50 cities, I was drawn to Elemental because they talked about how the game was based on building a much smaller number of cities.

Quoting OsirisDawn, reply 171

As kingdom player right now you cant research and build enough defenders to stop that kind of rush in time. Even if i loose one or two heroes you are out of the game and i got a city.

I wasn't talking about rushing, I only mentioned it as an example of a strategy that could decimate an unprepared player in any game. I was talking about spending a few hundred turns just running around questing and killing stuff to turn your character into a monster.

If you take your sov and a few nearby champions and head straight for an enemy city on turn one, they could have built up a large number of peasants and recruited more champions than you by the time you slowly work your way over there. That's assuming you don't die and get wiped out on the way there. Or of course they could have left their city totally undefended and that's their loss. BTW, taking a sov's last city isn't a game over, they can just build another city somewhere else so at the most you'll set them back a few turns.

Reply #173 Top

therefore i am wondering if you could simply put your sovereign / champion into your city and simply upgrade its defense to a point where nothing can hurt him (if attackratings in groups do not get cummulated as now) you could defend/block your city because nothing can harm you....

and we need more orcs

Reply #174 Top

Quoting MagicwillNZ, reply 159

You don't really address the core problem here. That is how crippling it would be for civilizations without food resources. Yes, food is important. Why make food even more rare? Yes it's a magical cataclysm... but you aren't just planting on a random tile of wasteland. Gardens can only be built on land magically infused with life. This isn't the road-warrior post apocalyptic wasteland everyone is acting like it is.

Becuase it's not a problem. Do you really think the map generator is going to allow for such grossly unfair starting locations?

I like gardens. They're modest sources of food, but aren't really a substitute for good food resources. Gardens also balance out populations. The real problem is not gardens. The real problem is the lack of a meaningful economy and/or upkeep costs.

I'm not for hard caps. I think it's possible to make things more sane in an organic way.

I hate gardens, especially as they are right now. With no limits on them, you could build a city all the way up with just them if you wanted to. And if you wind up with more tiles in the end for doing so, that's the correct thing to do.

Reply #175 Top

Quoting Tridus, reply 174

Quoting MagicwillNZ, reply 159
You don't really address the core problem here. That is how crippling it would be for civilizations without food resources. Yes, food is important. Why make food even more rare? Yes it's a magical cataclysm... but you aren't just planting on a random tile of wasteland. Gardens can only be built on land magically infused with life. This isn't the road-warrior post apocalyptic wasteland everyone is acting like it is.
Becuase it's not a problem. Do you really think the map generator is going to allow for such grossly unfair starting locations?


I like gardens. They're modest sources of food, but aren't really a substitute for good food resources. Gardens also balance out populations. The real problem is not gardens. The real problem is the lack of a meaningful economy and/or upkeep costs.

I'm not for hard caps. I think it's possible to make things more sane in an organic way.
I hate gardens, especially as they are right now. With no limits on them, you could build a city all the way up with just them if you wanted to. And if you wind up with more tiles in the end for doing so, that's the correct thing to do.

 

a simply limit to any production unit of any kind including gardens could simply be a decreasing marginal utility... e.g. first 3 gardens produce 2 food, next 3 1 food, next 3 0.5 food etc...