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More Beta testing of 0.80

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.

58,119 views 57 replies
Reply #26 Top

Yay, pathing! Man, I'm looking forward to the next update...

Reply #27 Top

This game is shaping up to be something amazing.

Reply #28 Top

praise jeebus, paths.

Reply #29 Top

Blah blah blah... Gimme :andrew:

Reply #30 Top

Whoa, good stuff.

Reply #31 Top

Quoting Murteas, reply 1
Hooray!  Terrain bonuses.

 

Sorry, but that isn't "Terrain" bonus but "Territory" bonus (and it's already in)

You get it when you fight a battle in your territory (within the borders of your realm).

Reply #32 Top

Quoting vieuxchat, reply 31
Sorry, but that isn't "Terrain" bonus but "Territory" bonus (and it's already in)

You get it when you fight a battle in your territory (within the borders of your realm).

Frogboy alludes to the possible inclusion of terrain boni.  the screenshot does not confirm.

Reply #33 Top

That cloth map is the new one look? The green is too vivid. Looks bad and not map-like.

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.
Yeah, it's a pretty bad mechanic.

Reply #34 Top

"some AI opponents will raze cities that they don't want to keep". Thank you.

With all the types of spiders in the game's XML; albino rock spiders, black widows, corpse spiders, harridan, gatherer spiders, hoarder spiders and rock spider I am starting to try my hand at writing a magic book of Spiders. The concept is that a character with knowledge of this book (a rare trait) can summon spiders and cast spells that mimic spider abilities such as web and poison.  He mave have access to traits that are spider mage specific. At a low level you can summon low-hit-point gatherer spiders (i.e. blockers) that can slow down the advance of enemy units by forcing them to attack them or go-around them. Higher level spider mages will be able to summon more powerful spiders to aid them in battle. 

From a development standpoint, what type(s) and level(s) of spider(s) should the mage be able to summon at each level? I am thinking about allowing the Spider mage to summon 2 units of low-hitpoint Gatherer spiders at level 1, 3 at level 2, 4 at level 3 and 5 at level 4. Perfect for blocking units (i.e. cannon fodder).

What type of magic should a Spider mages cast? The natural choices are; Web, spit poison and protect city with webbing that reduces the initiative of city attackers. Perhaps the city webbing spell should be able to stack - cast it several times and the attacker's initiative is greatly reduced. Perhaps give the spider mage spells that only affect spiders? Perhaps a growth or heald spell that only affects spiders or a poison spell that only enhances a spider's poison, or a spell that makes spiders; only spiders, move faster? Without any summoned spiders on the battlefield his magic is pitiful; however, allow a spider mage time to summon spiders and buff them they become really big, very deadly and very fast.

The concept is to use spider mages to create the conditions for a very different tactical combat experience that will require new tactics for their opponents to achieve victory.

Reply #35 Top

Delete

Reply #36 Top

Quoting Cruxador, reply 33
That cloth map is the new one look? The green is too vivid. Looks bad and not map-like.
quoting postIt 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.Yeah, it's a pretty bad mechanic.

 

Agreed?

 

I can't pick up a sword and swing it at somone cause I'm not ... "old enough" I dont know how else to put exp and levels in real life terms.

 

IMHO.. oh god here it comes...

You should only find one or 2 super magical weapons in your whole life.... so level shouldn't matter. It shouldn't matter if I'm level 1 or level 5 when I find that magic sword.. cause I'm never gonna find another.

 

if there are going to be requirements on weapons they should be related to stats not level. Need a 10 str to equip a sword.. okay must be a big sword.... need a 10 int to equip a staff okay must be a crazy staff that shifts everytime i try to hold it.

 

must be lvl 10 to use X... wtf... *bashes his head into the fourth wall*

Reply #37 Top
So... much... good... stuff...
Reply #38 Top

*presses fast forward to next week*

Reply #40 Top

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.

 

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.


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

The mana change is great, because it should be much easier to find the required shards which reduces the luck in FE, but i hope the spells are balanced for this (does spell resistance work against damage spells?, does spell resistance scale with the level?, do shards increase the damage by 50 - 100 %?).

That leads me to the bless and curse spells. I hope there is a basic spell to remove enemy spells. Otherwise bless and especially curse will be very powerful.

That leads me to city razing. I hope instant razing is gone.

In beta 1 my offensive strategy consisted only of leveling my fire water mage and to kill everything with fireball, blizzard, mantel of oceans, high initiative and high movement.

Reply #41 Top

Quoting Fistalis, reply 36

Quoting Cruxador, reply 33That cloth map is the new one look? The green is too vivid. Looks bad and not map-like.
quoting postIt 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.Yeah, it's a pretty bad mechanic.

 

Agreed?

 

I can't pick up a sword and swing it at somone cause I'm not ... "old enough" I dont know how else to put exp and levels in real life terms.

 

IMHO.. oh god here it comes...

You should only find one or 2 super magical weapons in your whole life.... so level shouldn't matter. It shouldn't matter if I'm level 1 or level 5 when I find that magic sword.. cause I'm never gonna find another.

 

if there are going to be requirements on weapons they should be related to stats not level. Need a 10 str to equip a sword.. okay must be a big sword.... need a 10 int to equip a staff okay must be a crazy staff that shifts everytime i try to hold it.

 

must be lvl 10 to use X... wtf... *bashes his head into the fourth wall*
For something like D&D, I would agree, but Elemental is a strategy game where you can command an entire nation to scour the world for magic. I'd say the relative handfuls we find now are fine.

Reply #42 Top

I like the swarm units. (Maybe an option for Magnar?) But I'm realy sceptical of the increase in shards. In my idea, shards where sought after because they where so special, only about 12 of them in a single map. I tried the beta with magic at "large", but this really made shards less unique. But then again, I'll probably get the change to change the magic settings to "sparse" and enjoy the game in my own way. Also it's retarded to cry wolf for something that I don't understand. So, I'm very interested in the comming update.

I'm just wondering. Is the large increase in shards a way to test the magic system? By which I mean, Is the increase in mana temporary so that people are free to test the system out? Or is this an development decision?

Thanks for the news update, I can't wait. :)

Reply #43 Top

I Like what I'm hearing here. An it fills my heart with Joy that the AI actully can win now.

But I do have one question .... What server or servers are you on in SWTOR?   I too feel that power that you spoke of the channeling of hate to make my Sith more powerful to crush my enemies until I step off the planet and get killed my a random shot :)

Reply #44 Top

Quoting OneLion, reply 3
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!

I like that shards are going to be more common. It is like the magic nodes in AOW:SM. Now keep in mind that when you create a custom map you can place resources how you want so that you can make the shards scarce (I'm assuming that this is true)

Reply #45 Top

Quoting Cruxador, reply 41



Quoting Fistalis,
reply 36

Quoting Cruxador, reply 33That cloth map is the new one look? The green is too vivid. Looks bad and not map-like.
quoting postIt 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.Yeah, it's a pretty bad mechanic.

 

Agreed?

 

I can't pick up a sword and swing it at somone cause I'm not ... "old enough" I dont know how else to put exp and levels in real life terms.

 

IMHO.. oh god here it comes...

You should only find one or 2 super magical weapons in your whole life.... so level shouldn't matter. It shouldn't matter if I'm level 1 or level 5 when I find that magic sword.. cause I'm never gonna find another.

 

if there are going to be requirements on weapons they should be related to stats not level. Need a 10 str to equip a sword.. okay must be a big sword.... need a 10 int to equip a staff okay must be a crazy staff that shifts everytime i try to hold it.

 

must be lvl 10 to use X... wtf... *bashes his head into the fourth wall*For something like D&D, I would agree, but Elemental is a strategy game where you can command an entire nation to scour the world for magic. I'd say the relative handfuls we find now are fine.

Even in D&D there are limits to what magic items you can use which is handled by the DM.  You will rarly see a D&D session where a 1st level Fighter will be weilding a +5 Vorpal Sword.

Reply #46 Top

Did my eyes deceive me, or did stardock say that anyone with a FE preorder will be in on this beta? That would of course mean you are unleashing myself on yourself.

Reply #47 Top

I look forward to playing Beta 2.

Reply #48 Top

Is it just me or is that path not optimal? It seems to be going through the woods when it could just go around.

Reply #49 Top

This just gets better and better! Now if we got terrain bonuses in tactical combat... that would be amazing!

Reply #50 Top

Quoting Stupidity10, reply 48
Is it just me or is that path not optimal? It seems to be going through the woods when it could just go around.

I'm not sure, but it looks like they are making the mountainside terrain impassable. If you look you can't see any tile lines around it, like mountain tiles. It looks like it has to move into the forest to proceed.

That said, the path selection in FE beta 0.77 is very bad, and just because they added some graphics to show the path doesn't mean they improved the pathfinding. Hopefully they will.