War of Magic: v1.3 running log

Next week we plan to release Elemental: War of Magic v1.2 which is largely a rewrite of how War of Magic deals with memory.  So the change log in v1.2 isn’t that long but involves a lot of work.

v1.3, which mostly gameplay, will begin its journey immediately following.

Follow this blog for a status report of where things are.

 

War of Magic v1.3: Changes Implemented

  • Base HP lowered from 10 to 2 for trained units.
  • Minimum trained unit group size changed from 1 to 4.
  • Base map movement speed increased.
  • World Difficulty will set the default difficulty of the AI players
  • When a sovereign dies, its faction is inherited by the player with the best relationship with them.
  • Improvements that can repeatedbly be built (studies, workshops) use increasing numbers of citizens
  • Tile limit per city level reimplemented with housing no longer using up tiles (so you never get "stuck")
  • Random Events
  • Notable locations no longer require a tech level
  • Quests no longer require a tech level
  • Champions are now rare to find on their own
  • New notable locations added
  • Low level notable locations more likely to provide equipment
  • Harbors (sea faring techs) eliminated until further notice
  • Special buildings no longer required to special units (but they'll be helpful)

War of Magic v1.3: To-Do

  • Champions will offer to join you automatically when your faction meets certain milestones
  • Minor Factions are going to go bye-bye until they can be loved more by us
  • Tactical battles: AI re-design
  • Major AI updates to general strategic areas (unit design, city management, unit and army movement)

War of Magic v1.4: Tentative To-Do

  • New Setup option: Notable Location frequency 
  • New Setup option: Random Events [enabled][disabled
  • World Generation will now place exotic things far away from starting points.
  • Clairvoyance (Channelers can cast spells from remote but the cost is based on the distance
  • New Random Events

More to come. Stay tuned. List will grow and shrink and change over time as we determine schedule as well as make adjustments.

LAST UPDATE: 5/29

v1.4 is a tentative build as the Fallen Enchantress beta will likely start after v1.3 is released but before v1.4. So we'll have to see what the demand for v1.4 is since virtually everyone who has War of Magic will be getting Fallen Enchantress.

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Reply #1 Top

  • Notable locations will no longer require a tech level
  • Quests will no longer require a tech level (though that doesn’t mean high end quests will be showing up early)
  • World Generation will now place exotic things far away from starting points.

List is missing:

Strategic & Tactical AI improvements.

Reply #2 Top

It all looks extremely cool but...

Essence will return as a stat that determines how many units you can imbue. Remaining Essence will be used as an overall power booster to stats.
What does this mean? Could you please give more details.

Death of a sovereign will cause the rest of the faction to go over to the faction with the best dynasty connections
:rofl:

 

Reply #3 Top

Fantastic! Thanks for all your hard work on the game. I'm especially excited for the return of essence as a "true" stat.

Reply #4 Top

A lot of good things, I just hope Minor factions DO come back at some time.

Reply #5 Top

Death of a sovereign will cause the rest of the faction to go over to the faction with the best dynasty connections

Now that's change we can believe in. ;)

Reply #7 Top


Death of a sovereign will cause the rest of the faction to go over to the faction with the best dynasty connections

Sweet zombie jesus yes. Best news since release.

And, hopefully, the harbinger of more dynasty improvements to come? That change alone will be good, but better if defeated sovereigns have their kingdoms split between factions with claims to the throne, those with stronger claims getting a bigger piece, possibly resulting in a sort of civil war. Better yet if dynasty connections have more meaningful diplomatic repercussions while the other sovereign is still alive; a practical game mechanic that encourages you to actually stay allied with a guy your daughter married a few turns back, and penalizes you for turning on them, and vice versa?

Don't get me wrong, this is a great change on its own, but it basically amounts to "if I lose, you can have my stuff" - the dynasty system still doesn't really encourage two kingdoms/empires to work together while they're both actually playing (on the contrary, if you're married into a sovereign's family, you'll want him to lose so you can win his kingdom - you might even try to help the process along..), again I hope more dynasty improvements are to come.

Reply #8 Top


 Death of a sovereign will cause the rest of the faction to go over to the faction with the best dynasty connections

 

Yeees! This makes me very happy :smitten:  

Reply #9 Top
Question: If a faction dies without dynasty relations, will it just go to the heir? Or be split evenly?
Reply #10 Top

Sweet, thanks for the info Brad!

Reply #11 Top

Essence: I'm going to throw out this idea. What if you could muliply imbue a single character with essence (assuming you had it to use).

 

Think of the following. If you found a badass champion, wouldn't you want to make him more badass? So here is what i'm thinking.

  • Essence = 0. Normal character
  • Essence = 1. Caster
  • Essence = 2+ (10% bonus to all stats, might have to tweak the number). So if your sovereign starts with 10 essence, he basically has twice the stats as a normal person. But if he wants, he could take some of that to create a champion of sorts. There however are some questions,

 

  1. If a unit with essence is destroyed, does the sovereign get it back? if so at what rate (1 essence every 20 turns etc).
  2. Can the sovereign withdraw essence (you find a better champion).
  3. Could the sovereign improve his essence stat via level up.

 

Just some thoughts. I like all of the ideas on the list. Maybe after my first Shogun 2 total war game, 1.3 will be ready.

Reply #12 Top
  • Notable locations will no longer require a tech level
  • Quests will no longer require a tech level (though that doesn’t mean high end quests will be showing up early)

i like these very much :D

Reply #13 Top

Quoting unacomn, reply 8

And, hopefully, the harbinger of more dynasty improvements to come? That change alone will be good, but better if defeated sovereigns have their kingdoms split between factions with claims to the throne, those with stronger claims getting a bigger piece, possibly resulting in a sort of civil war.

This would be way better, with entire kindoms beings swallowed up into one large conglomerate, it's quickly going to be game over - for the smaller AIs at least. The game is most fun when there's multiple factions competing at about the same level. The game should try to maintain that balance of rivalry for as long as possible. Imagine stealing just one entire empire, already that launches a player into "Operation clean-up" mode.

Reply #14 Top

My sovereign wishes to exercise polygyny.  His divine right.

Four wives; one for each week of the month.

:d

Reply #15 Top

I'm all posisitive about this update !

Especially this:

 

  • Notable locations will no longer require a tech level
  • Quests will no longer require a tech level (though that doesn’t mean high end quests will be showing up early)

 Death of a sovereign will cause the rest of the faction to go over to the faction with the best dynasty connections

 

I would have preferred that it goes to one of the sovereign's children, but this is a step in the good direction.

Reply #16 Top

It's not yet clear, but can one assume then that the oldest kid gets the crown and would, if married, automatically ally with the faction they were married to?

Reply #17 Top

Staying tuned. Very encouraged. Hope the folks who think the devs never listen read this and understand what it says about how y'all do listen.

Reply #18 Top

  • Death of a sovereign will cause the rest of the faction to go over to the faction with the best dynasty connections

Something you could do is split the remaining towns instead of give them all to a single faction. That way, you could also give a few to the faction that executed the "kill". It would create a very messy situation, which I think would be cool.

Reply #19 Top

Great list! Thumbs up!

Reply #20 Top

What is an "exotic location"?  Are these new or something in the game is already considered exotic?  Can't think of anything off the top of my head that would fit as exotic.

Reply #21 Top

Very positive changes.

The death of a sovereign change I like very much.

I also would like to see the return of minor factions at some point.

 

Keep up the good work. :grin:

 

 

 

Reply #22 Top

Very nice!  Keep up the great work!

Reply #23 Top

One request- random factions/random intelligence like in GC2?

 

Second idea/request- allow units to have "backup weapons"  Switching weapons takes 1 AP.  So you could give an archer a shortsword as a backup.

 

Third idea: tie that movement speed increase to map size perhaps?  Alternative #2: buff horsies

 

Fourth idea: more mount types.   Maybe as rare techs (concept I'd like to see returned)


(sighs) Meant to do one idea, ended up giving a list.  I should try to keep it down- only do much you guys can do at once.

 

 

Reply #24 Top

Base HP lowered from 10 to 2 for trained units.

 

This is the only one I'm worried about. The rest of the changes seem pretty nice though.

Reply #25 Top

I really liked the minor factions in GalCiv 2.  Hope they get come back sometime, maybe in FE.  Just the one we have now is a bit better than nothing, but I could live without it.

If quests & notable locations don't require tech, I hope/assume they will be defended.

Like some posters above, I would like more-varied mounts.

Most of the rest sounds good / noncontroversial.

So what's missing....

Would like to see caravans get some love, especially clickable messages showing where the caravan is that is trying to set up a duplicate trade route, or where the one was that just got destroyed.

Would like fewer messages at next-turn in the middle of the screen that you have to click on but can't do anything about at the time.  I don't think I'm alone here.