More Beta testing of 0.80

Elemental: Fallen Enchantress is the first Stardock game I’ve been the lead developer on since The Corporate Machine.  Being able to dedicate development time to a game was made possible by last year’s sale of Impulse to GameStop. And I’m having a blast.

Those of you who have been with us since the original Elemental: War of Magic have hopefully noticed some changes besides visuals and game play.  My focus has been on performance, robustness (which is different from stability) and of course my particular coding niche, multithreading. Hence, in the upcoming beta 2, I’ll be extremely ticked off if it crashes for anyone in any way ever.

Now, Beta 2, which is due next week for you guys, is going to be a pretty big change from beta 1.  I won’t spoil things by listing those changes except to say that we’ve taken your crash logs, your feedback and combined it with our own list.

Personally, the thing I’m noticing the most, the #1 thing that screams at me, is that battles are magical duels. Part of this is because for beta 2, the tactical battle AI is in. And part of it is just because more spells keep pouring in.

An aside: Let’s talk about spells

As I play the game, I think “I have all kinds of mana”. There’s a TON of shards in beta 2. They’re common. You are swimming in mana income. Which means we have to provide interesting ways to use that mana.

So as I play, I have been building up a file called BradSpells.xml which is, simply put, spells that I am lobbying for inclusion into the game.

Let me show you how easy it is to add a spell –- if a monkey like me can do it, anyone can:

<SpellDef InternalName="BlessCity">
  <DisplayName>Bless City</DisplayName>
  <Description>Decreases unrest in friendly city by 10%.</Description>
  <Image>S_Inspiration_Painting.png</Image>
  <IconFG>S_Inspiration_Icon.png</IconFG>
  <IconBG>S_Inspiration_Icon_BG.png</IconBG>
  <IconColor>217,206,225</IconColor>
  <AutoUnlock>1</AutoUnlock>
  <CanStack>1</CanStack>
  <SpellType>Strategic</SpellType>
  <SpellClass>ImpResourceBooster</SpellClass>
  <SpellSubClass>Other</SpellSubClass>
  <SpellTargetType>FriendlyCity</SpellTargetType>
  <SpellResourceCost>
    <Resource>Mana</Resource>
    <Amount>500</Amount>
  </SpellResourceCost>
  <GameModifier>
    <ModType>Resource</ModType>
    <Attribute>Unrest</Attribute>
    <Duration>-1</Duration>
    <PerTurn>1</PerTurn>
    <Value>-5</Value>
  </GameModifier>
  <ValidTerrainCategory>City</ValidTerrainCategory>
  <AIData AIPersonality="AI_General">
    <AIPriority>30</AIPriority>
  </AIData>
  <HitSoundFX>Spell_DarkEnchant_01</HitSoundFX>
  <SpellCastEffectName>Brilliance</SpellCastEffectName>
  <SpellCastEffectScale>.4</SpellCastEffectScale>
  <SpellDefEffect>
    <EffectName>S_Inspiration_Particle</EffectName>
    <LocalPosition>0,0,0</LocalPosition>
    <EffectScale>0.75</EffectScale>
    <EffectDelay>0.5</EffectDelay>
    <SnapToTerrain>1</SnapToTerrain>
  </SpellDefEffect>
</SpellDef>

This is just copy and paste from other spells that are remotely similar.  Bless City is one that can STACK. That means you can put lots of them on your city.  I also made one called Curse City which does the opposite to an enemy city (increases unrest).  I am hoping that we can put something in where if unerst == 100% then the dice start to roll and if they fail their roll, the city razes itself.

Speaking of which, SOME of the AI factions will raze your cities if they capture them and they don’t want to keep it.

I’ve got a bunch of these kinds of spells that I’ve whipped up that reward me for having a crapload of mana. 

 

My Test Game: Begins

image

This is a 1 on 1 game. I just want to see how the AI does.  This is on “Normal”.

image

Now, in beta 1, your offensive strategy largely consisted of going up the warfare tree.

But in beta 2, diplomatic capital and crystals matter equal to metal. One lets you recruit from the countryside and the other lets you have tons of magical equipment.

 

MONEY MONEY MONEY

The AI’s handling of money in beta 1 was…non ideal.

image

So in Beta 2, the system works on the concept of a credit score. Smile

The calculation behind that simple –4 to +4 number is a bit crazy but it lets the AI get an idea of how he’s doing and what he should do.

Those silly monsters

image

This is a Dreadling.  What a joke right?

image

These are Dreadlings. Not such a joke.

I like Dreadlings because I like to feel like a big man. And a big man can kill lots of things. It’s like in SWTOR where my 10th level Sith feel big because he can kill all kinds of stuff (but if he steps off on a level 20 planet he’ll die by a random blaster shot).

Exploring

image

It is morally wrong that I cannot use this cool weapon right now. In fact, you know what? I’m taking this game back to the store right now.

Tactical Maps

I don’t know about you but if I saw those same tactical maps, regardless of how large my army was I was going to die.  I don’t want to sound melodramatic but in the history of all mankind, no pain was greater than having to see the same tactical maps in all situations.

image

 

So I wrote a bit of code and asked Paul to help me on designing a series of new tactical maps that are based on a lot of different things including the number of units in the battle.

image

The AI likes to get on hills for some reason…

image

…no idea why

Meeting Magnar

Our lawful evil adversary, Magnar has shown up on the scene on turn 60.

image

They’re only 2 points behind me which isn’t too shabby.

NOW they must die…

I’m going to keep doing this until the AI gets good at handling this because it’s what any decent player will do: I’m going to put together the best stack I can and go after them.

There is nothing wrong with stacks.  The question is how to deal with them. If you have all your eggs in a single stack, then they should take your largely undefended cities or crush your stack.

image

Magnar’s crappy artwork needs to go away soon. Ack.

Anyway, now they will die.

image

I took their first city easily.

I can tell already they’re doomed.  Notes taken. New build.

Second game.

Second game..ended less well for me.

image

I meant to lose.

 

Third Game (No more Mister Nice Guy)

image

Pioneers are now very inexpensive.

Ok. Lost. But I meant to lose…I was…you know, testing and what not.

Fourth Game

image

Ok. Lost again. Must be some sort of bug. No way this is happening legitimately.

58,100 views 57 replies
Reply #1 Top

Hooray!  Terrain bonuses.

edit:  As has been pointed out below.  Terrain bonuses are not implied by the screen shot (it is a territory bonus).  So don't assume like I did that the comments in the OP imply terrain bonuses.  

 

 Looking good.   I am anxious to see the changes in beta 2.  

 

I am guessing that we are not getting movies of Frogboy playing because it would show that we now get paths shown on the strategic map, right?   :pout:

 

Will we get the "Elemental Editor" to create new quests/etc. in beta 2?   Spells are easy, it is the quests that are darn hard to create in just xml.

Reply #2 Top

Ughhh... Is that the overpowered Fast trait I see?

Bah, hills? Now i'l really be looking down on your AI!

 

Haha, sry jk

Ty for adding to tactical combat and the new scenery looks great

Do hills do extra dmg to units also on hills or just units lower?

Reply #3 Top

Hi Brad,

thanks for sharing looks good so far. Also thanks for (kind of) confirming Beta 2 for next week.

I'm excited about diplomatic capital and crystals becoming more useful, always seemed to me like the useless stuff I use to get money and treaties from other factions :-)

I have to wait and see but my first impression of more shards is bad... I always thought of shards as something essential, something rare, something totally worth protecting and kind of felt that there were a little bit too many even in Beta 1 - we will see how this plays out.

Also for your credit score - personally for setting taxes I also look at what I gain from lower taxes for instances. So if I loose lots of gold and only get little in return I stick to the higher taxes. Maybe something to consider for the next iteration.

So keep it going and thanks for your numerous cool posts on the forum!

€: oh yeah: yaaaay for terrain boni, I knew they would make it in!

Reply #4 Top

Now I feel silly for thinking there might not be terrain bonuses. I will try to think something more unreasonable to complain about next time.  :)

Reply #5 Top

Looks great. 

Sure would be nice to know exactly how the +11 attack on that neat sword affects its average damage, though.

Reply #6 Top

I'm not sure that's terrain bonuses as you guys think of it. I mean, the screenshot at the end, that's how the current beta looks when you're inside your own border - you get 25% bonus to a bunch of stuff. So the real question is - is the bonus displayed in the screenshot above from standing on hills? It is not clear from Frogboy's post.

Reply #7 Top

Looking good but an over-abundance of mana and shards doesn't sound like a good thing to me. I'll have to wait and see.

Reply #8 Top

Woohoo can't wait for new version next week!

Reply #9 Top

Frogboy,  I understand that you do not want to give us a change log now.   However, how about next week just before the Beta 2 release?    It's very important for us to understand what is different before we start testing.

Reply #10 Top

There won't be a change log. It would be too long.

Reply #11 Top

I am sure we will get a list of important new features.

 

Reply #12 Top


Then how about a summary of the major changes available just prior to the 0.80 release?

Reply #13 Top

Is there any way you can let us know if Fallen Enchantress pre-order customers going to be allowed into beta 2? Please please please...

Reply #14 Top


Great (Beta 2) news!  I pre-ordered Fe two weeks ago and have searched these boards every day hoping for just this kind of information.  I thought I'd have another month's wait.

I can hardly wait, thanks!

 

Reply #15 Top

Yes. They will.

Reply #16 Top

Beta 2 will release the workshop too right?  ;)

Reply #17 Top

Seems odd that your going to jump right to beta2 without test running the latest version yet.

Reply #18 Top

Magnar’s crappy artwork needs to go away soon. Ack.

Thank you so much! I couldn't bear looking at his face.

Reply #20 Top

Is Magnar wearing chinmail?

Reply #21 Top

Beta 2 is being tested a great deal.  The external group isn't the primary source of QA we do.

Reply #22 Top

Any idea if were lookin at early next week or friday?'

 

Reply #23 Top

I'm not a fan of shards all over the place myself, but for testing it's worth looking into.  If it's too bad there are options to cut down on the shards some (Sparse).

 

 

 

Reply #24 Top

The calculation behind that simple –4 to +4 number is a bit crazy but it lets the AI get an idea of how he’s doing and what he should do.

I hope it includes "how much unrest management do I have and can I get lots of money with little damage with the current buildings and spells on my cities?"

 

The AI likes to get on hills for some reason…

Tactical map hills, or Strategic map hills? Where does the bonus come from? Is there a chance this might be what a large number of people have been begging for (terrain that matters to make tactical combat more... tactical)

Reply #25 Top

Look guys!

A path!

I think the dots shouldn't have borders, so they would have same style as the green unit selection squares (what they're called?). Are they floating (they don't hide behind trees)?