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War of Magic: v1.3 running log

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 #226 Top

Quoting GuardianAgwyn, reply 225
As a huge fan of this game I have just one request, Please bring back the listing that shows the number of available tile in a city.  I found that insanely useful and I miss it.

The tile limit is removed - build away!

Reply #228 Top

Update me!  Update me!

 

I was thinking.  I do that at times.  One of the big problems with this game is the balancing between single individual units, like Heroes, and multiple individual units like 12 man armies.  I think, the easiest way to do this would be to simply not have them "act" like multiple individuals in a unit.  Let the stack of twelve guys, Look like twelve guys, but attack like a single guy with 12 times the hit points.  So their attack and defense would be the same if it's one soldier or twelve, but the only real difference would be in the HP and the appearance.  I think if you made that change, balancing the attacks, hp, and damage of units, monsters, and heroes would be a lot easier.

Reply #229 Top

Updated.

Reply #230 Top

Yay!

Now, if champions are harder to find, I am fine with that, but we really need a spouse option OR if we start with a male Sov, can Janusk be female? 

Reply #231 Top

Thanks for the update Frogboy. Sounds like 1.3 is going to be pretty major. Until a few days ago, I don't think any of us expected the economic tweaks.

 

Quoting Lord, reply 230
Yay!

Now, if champions are harder to find, I am fine with that, but we really need a spouse option OR if we start with a male Sov, can Janusk be female? 

 

I had an idea that I feel could be easy to implement. There could be an option to marry a civilian. A heroine is then created with poor stats (i'm thinking generally 6-8 in all categories). So this gives you the option to marry early but the quality of the mate is lower. Now I think offspring's stats are not derrived from parents any more but this would also be a consideration for the player. Do i delay getting offspring to have better offspring or do i get them now?

 

Looking forward to hearing more about 1.3. As FE is so far away, i always get more excited over 1.3 :grin:

 

Thanks again Frogboy,

 

Jec

Reply #232 Top

Really really awesome, alot of awesome changes here. Just a few questions...

When a sovereign dies, its faction is inherited by the player with the best relationship with them.

What does best relationship mean? Could we get the nuts and bolts explanation of what exactly happens behind the scene please.

Random Events

Sweet, but could we get an example of what Random Events are?

Improvements that can repeatedbly be built (studies, workshops) use increasing numbers of citizens

I would really like the ability to mod in increasing resource costs for improvements as well, ie materials.

Reply #233 Top

Quoting DsRaider, reply 232
I would really like the ability to mod in increasing resource costs for improvements as well, ie materials.

I think this would be great too. =)  Frogboy, could you provide this option?

Best regards,
Steven.

Reply #234 Top

One thing that would be great to have in v1.3 or 1.4 would be for the AI to use mounts, and to not just select the first mount from the list, but based on characteristics and stats of that mount.  This would be really neat and give modders great incentives to add new mount statistics to the game! =)

Best regards,
Steven.

Reply #235 Top

These are fantastic changes. :karma:

 

No one ever uses the flower. Poor flower. 

Reply #236 Top

Game needs more pie. Please add apple and cranberry pie. :d

Reply #237 Top

Champions will offer to join you automatically when your faction meets certain milestones

Interesting, could this mean;

01. You raze a city and you attract an assassin?

02. You build a library and attract a sage?

03. You build a beehive and you attract a farmer?

04. You marry Princess and her bodyguard joins your kingom?

05. You build an archery range and attract an expert archer?

06. You raze 4 cities and your attract a bandit chief?

Reply #238 Top

frogboy, in my latest game (underway at turn 601) the ONLY faction that I had contact with that HAD ANY marryable offspring WAS a minor faction, all the major factions that I had contact with did NOT have any offspring over a 100 turn period, as they  could not help me in the game I then got pissed ORFF at them and then went on a rampage wiping out the factions that could NOT breed with mine (and I am playing a kingdom, so kill empires by default), so am almost the only faction left on two of the three continents in the custom map I am playing.

harpo

 

Reply #239 Top

Any thoughts on the pros and cons of adding tactical combat summoning spells to 1.3?

Tactical combat summoning spells that use existing creatures would be easy to implement and give those focused on magic more tactical combat options. The summoned creatures would vanish at the end of the tactical combat. 

Example: Summon Giant Spiders, Summon Wolves, Summon Dragon, etc.

Reply #240 Top

I take it these would be summoned in combat and only last at maximum until the end of combat?

Best regards,
Steven.

Reply #241 Top

Correct, I see these as being tactical combat spells where the summoned creature would last at maximum until the end of combat.

In fact, I would like to see these summoned creature lasts a number of tactical combat turns equal to the summoner's level. A 4th level sovereign's tactical summoned creatures would last for 4 tactical combat turns. 

That said, the addition of tactical combat summoning spells also presents opportunities for other related spells;

01. Break Summons - Targeted tactical combat summoned creatures attacks a random target.

02. Dispel Summons (Summoning: Level 1) - Chance to dispel a tactical combat summoned creature

03. Command (Enchantment: Level 3) - Take control of a summoned tactical combat creature and direct it to attack a target of your choice

04. Circle of Protection (Summoning: Level 1) - Unit in the targeted tile receive a +5 dodge bonus vs summoned creatures. This spell lasts for 1 turn per caster level.

05. Freedom (Summoning: Level 5) - All tactical combat summoned creatures on the map are free of their controller. They attack the nearest unit. This differs from the Break Summons spell in that this spell affects "ALL" summoned creatures on the map, not just one and not just those of your enemy.

06. Greater Circle of Protection (Summoning: Level 3) - Units in a 3x3 tile square gain a +5 dodge bonus vs summoned creatures. This bonus affects only units standing in the targeted tiles. Units that move out of the targeted tiles lose this dodge bonus.

07. Greater Command (Enchantment: Level 5) - Chance to take  control of a summoned strategic or tactical creature.

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Reply #242 Top
Awesome stuff! Really looking forward to this version. I especially like the change coming to champion recruitment. I just think it will work better this way. It worked fine with MoM. I'm curious to see whether the milestones work better than fame did in MoM. They do sound like a promising idea.
Reply #243 Top

Quoting Edwin99, reply 241
Correct, I see these as being tactical combat spells where the summoned creature would last at maximum until the end of combat.

In fact, I would like to see these summoned creature lasts a number of tactical combat turns equal to the summoner's level. A 4th level sovereign's tactical summoned creatures would last for 4 tactical combat turns. 

That said, the addition of tactical combat summoning spells also presents opportunities for other related spells;

01. Break Summons - Targeted tactical combat summoned creatures attacks a random target.

02. Dispel Summons (Summoning: Level 1) - Chance to dispel a tactical combat summoned creature

03. Command (Enchantment: Level 3) - Take control of a summoned tactical combat creature and direct it to attack a target of your choice

04. Circle of Protection (Summoning: Level 1) - Unit in the targeted title receive a +5 dodge bonus vs summoned creatures. This spell lasts for 1 turn per caster level.

05. Freedom (Summoning: Level 5) - All tactical combat summoned creatures on the map are free of their controller. They attack the nearest unit. This differs from the Break Summons spell in that this spell affects "ALL" summoned creatures on the map, not just one and not just those of your enemy.

06. Greater Circle of Protection (Summoning: Level 3) - Units in a 3x3 tile square gain a +5 dodge bonus vs summoned creatures. This bonus affects only units standing in the targeted tiles. Units that move out of the targeted title lose this dodge bonus.

07. Greater Command (Enchantment: Level 5) - Chance to take  control of a summoned strategic or tactical creature.

Edwin I just want to say you have a hell of alot of good ideas. k1

Reply #244 Top

Quoting Fargham, reply 220

I'd like to add another request on the line of Dynasties.  Make them actual Dynasties.  Its just a way of breeding super champions at this point (which I like) - but I would like it more than after x turns, the old man dies and child #1 becomes the new faction leader.  It would make the game feel a lot more 'dynamic' as I would feel that a long time has passed since the founding of the empire.  Long games become that much rewarding if you can finish them before the dynastic head dies off - or if a bitter war lasts 3-4 generations.  This was a huge improvement over Master of Magic - the old dude just hiding out in a tower flinging spells.  He's real, he's vulnerable, he's worth throwing troops away to protect.

Yes!  A bunch of us have been arguing for this since v1.0.  How can you have a medieval game that doesn't implement some sort of dynastic succession?  It would make the game sooooo much more interesting and much more in keeping with its genre. Quite frankly, the lack of the ability of offspring to inherit the throne has been the single biggest factor in getting me to put the game down in frustration (this is the first time I checked in in quite a few months). 

This, of course, means that EWoM needs to ditch the default immortality of the sovs.  First off, the sovs aren't truly immortal anyway, as they can be killed.  They really are just long-lived, so this wouldn't be that big a change to begin with.  Second, immortality should be made into a super-spell.  In other words, the player should be given the choice as to whether he wants to stick with a single sov or not.  If he does, research immortality as one of those "game changing" spells.  If not, then the player can focus on producing a big brood of kings and queens in waiting, with each one offering a different set of traits that could change the entire faction's direction when he/she inherits the throne.

Other changes I can't wait for:

1) naval warfare:  I am glad to see harbors removed for now because they really had no purpose other than to build transports.  When they come back, they need to be able to build all sorts of ship types, including warships. 

2) Minor kingdoms need work:  again, glad to see that they are being pulled until they can get the love they need.

 

1.3 sounds like a step in the right direction, but I suspect 1.4 is where we need to be. 

Reply #245 Top

You don't necessarily need to make sovereigns mortal in order to have a good dynasty system. Just remove their ability to respawn in their territory. What would be the point of life spans? Oh the sovereign that you designed and put all that hard work into just died for no reason, and was instantly replaced by a worse version.... How would that make the game better exactly?  It would also be weird if all your champions were immortal or even if they kept dying off. Yeah I got my champion to level 10, darn he died of old age... I would prefer a byzantine system where their were rivals for the throne, that would be much more interesting then a single instantaneous uncontested claimant. With marriages allowing other factions to make claims on others territory and a bunch of political dog fighting and backstabbing as a result. If sovereigns were always dying right and left randomly than it would be kinda stupid to marry off your children...

Reply #246 Top

How about, if there aren't dynasty connections of a Sovereign who got killed, that the remainder of the kingdom/empire turns into a minor faction?  (Also if there are two equal value dynasty connections, then the same thing could happen.)

What do people think?

Best regards,
Steven.

Reply #247 Top

Looking forward to this.  I'll be ready to give this game another go once this patch comes out. :)

Reply #248 Top

I don't mean to be a source of discontent, but I don't understand why they can't just add to the 1.3 running log a change to damage calculation during tactical combat to avoid the problem with having troops immune to attacks by having overly high defense ratings. Wouldn't it be very easy to do?

Reply #249 Top

:)    YES!!

 

:)

 

-Teal

 

 

Reply #250 Top

Champions will offer to join you automatically when your faction meets certain milestones

Oh, wow. I like this.