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Greetings!

v1.6 of Legendary Heroes seems to have gone well and we’re now moving on to v1.7.  I’m not sure what the rest of the team has in store for that (it’s Kael’s team, I’m just a floater).  But I’ve got 16 engineer hours of my own time for v1.7 and want to make sure every hour is spent well.  I don’t know how many of you are interested in the sausage factory side of game development but if you are, this is a good chance to see it in action.

These are what I’m spending those hours on:

 

Est Hours Feature Description Status
1 Stamp fix Fix stamp creation for modders, add some new stamps. Done (1)
1 BattleRank overhaul Redo battlerank so that the AI can more intelligently make decisions. Done (1)
1 Leader Update Updated text and specific conversations per player  Done (1)
1 New Spells Add new tactical battle spells/abilities  Done (2)
2 AI tactical Update AI tactical perf  Done (1)
1 Squad size Increase squad size and test  Done (1)
1 Unrest penalties Unrest causes bandits to spawn  Done and then undone (was not fun)
1 Eco balance Update mana/maintcosts/research balance/hero generation  Done (0.5)
1 Wild land menace Wild lands spawn monsters who go after players, get much worse over time.  Done (0.5)
1 AI updates Have AI upgrade outposts, Better army management, Pariden use Arcane monoliths.  Done (1)
1 Gameplay Master Quest harder, Heroes spawn at capital, Nerf consulate, bigger maps  Done (2)
1 Monsters vs. AI Look again to see why AI and monsters aren’t attacking each other (likely a threading issue)  Looked at, hoping new combat rating system might help. (0.5)
1 Pathing Fix the river pathing issue  Done (0.5)
1 Update stamps World less flat, more interesting  Done (1)
 1  Misc.  (bug fixing, fix lockups, lost device, other annoying things I encounter etc.)  Ongoing

 

Watch this thread for updates. I’m going through this thread here for ideas.

As I finish these, I’ll update the chart to let people know. I don’t really get started on this until next week between meetings, accounting, legal, design, software work, etc. Smile

 

Update 1: Friday, May 30

Finished the first half day working on this. Some of this isn't taking as long as I expected (marked at 0.5 hours in the status).

Update 2: End of day

Okay, I've got 9.5 hours into this.  The AI is definitely nastier now with the outpost upgrades. The pathfinding is less annoying for me.  I had a hard lock today that I want to put some time into.  I don't want this to just be new goodies, I'd like to fix some bugs that people have reported.


Comments (Page 1)
on May 22, 2014

A lot of very cool stuff here. Just amazing. I will be very impressed if you get it all done.

Unrest causes bandits to spawn

This would blow my mind. 2 little things though. It would be great if it scaled and the bandits got tougher over time, and if it was moddable. So modders could change the units that spawn.

Have AI update outposts, Better army management, Pariden use Arcane monoliths,

I have said this before but it's not specifically mentioned so I will say it again just to be safe. Please make the AI specialize cities better and build most of its troops out of its more advanced fortresses, not out of the villages it just settled. The lack of fortress buffs and city enchantments on its units makes them very easy to kill.

Thanks again Frogboy, you have obviously been really paying attention to us forum users.

on May 22, 2014

Very nice.  I too will be impressed if you can successfully implement all of this for 1.7.  I might just play this game again if you do.

on May 22, 2014

posting now so i can edit later and dont get lost in the pages.  want to ask a couple questions.  thanks ahead of time

on May 22, 2014

Looking good Brad. 

on May 22, 2014

Now tell Derek to stop being a slacker and post his list

on May 22, 2014

Very nice list for these hours of work.

on May 22, 2014

For new tactical spells, how about Dispel?  You would decide whether it would include strategic spells cast before the battle.  But for balance purposes, probably it would remove both negative and positive spells and effects on one unit only, else it might be too strong.  Or you could have a fairly expensive global tactical spell that removes all positive and negative spells and effects from all allies and enemies, possibly even including strategic spells that affect combat.

on May 22, 2014

Mass spells that affect a whole army on either tactical or strategic level would be great.  I would pay an extra 20 mana for a spell that let me Nature's cloak all of my troops before fighting a drake, for example.

i.e.

Mass slow

Mass haste

Mass courage

Mass web

Mass shrink/growth (could be quite expensive)

 

If the AI gets more aggressive casting negative city spells, a magic shield that can protect vs such spells would be good, either as a global or essence slot or special building (or make it a special building for conclaves but cost an essence slot for towns and fortresses  )

 

Looking forward to the tweaks!

on May 23, 2014

Super excited to see this list. Those ALL look like great and well needed upgrades. 

 

Any chance we could see something like Heavenfall's needed unitstats (think that is correct term/name, on iPad now, so going from memory, if I was on a PC I'd look it up) added permanently?

on May 23, 2014

Suggest spawned bandits do not give Experience, otherwise we might see folks farm those bandits.

 

 

on May 23, 2014

 

Unrest penalties Unrest causes bandits to spawn

Spawned Bandit numbers/strength should be linked to the size of the city and should overcome the city defenders if the player does not put in some extra.

I totally agree that no XP for heroes with higher level then bandits.

 

Wild land menace Wild lands spawn monsters who go after players, get much worse over time.

I also think same as bandits no XP for heroes with higher level then newly spawned monsters.

 

[ For new tactical spells, how about Dispel?  You would decide whether it would include strategic spells cast before the battle.  But for balance purposes, probably it would remove both negative and positive spells and effects on one unit only, else it might be too strong.  Or you could have a fairly expensive global tactical spell that removes all positive and negative spells and effects from all allies and enemies, possibly even including strategic spells that affect combat. ]

Second this also.

 

Leader Update Updated text and specific conversations per player

Leaders should all have unique abilities not selectable by levellling up or selecting race,  and they should be different for all. Minor things really not game changing but making them stand apart from each other.

 

 

on May 23, 2014

Cool stuff, thanks for sharing. Though the length of the list makes me wonder if it's meant to be converted into dog hours 

 

If I had to prioritize the remaining:

2 AI tactical Update AI tactical perf  
1 Unrest penalties Unrest causes bandits to spawn  
1 Gameplay Master Quest harder, Heroes spawn at capital, Nerf consulate, bigger maps  
1 Wild land menace Wild lands spawn monsters who go after players, get much worse over time.  
1 New Spells Add new tactical battle spells/abilities  
1 AI updates Have AI update outposts, Better army management, Pariden use Arcane monoliths,  
1 Leader Update Updated text and specific conversations per player

  

1 Eco balance Update mana/maintcosts/research balance/hero generation  
1 Monsters vs. AI Look again to see why AI and monsters aren’t attacking each other (likely a threading issue)  
1 Pathing Fix the river pathing issue  
1 Update stamps World less flat, more interesti
1 Squad size Increase squad size and test  
on May 23, 2014


This is fantastic news, thanks for the hard work, we're all looking forward to v1.7!

And if I may be a broken record player and just say... please fix the Dead AI too! They really need some love (not just a new background for Morrigan...)

on May 23, 2014

BTW, what is the planned release date for this update?

on May 23, 2014

Greetings!

v1.6 of Legendary Heroes seems to have gone well and we’re now moving on to v1.7.  I’m not sure what the rest of the team has in store for that (it’s Kael’s team, I’m just a floater).  But I’ve got 16 engineer hours of my own time for v1.7 and want to make sure every hour is spent well.  I don’t know how many of you are interested in the sausage factory side of game development but if you are, this is a good chance to see it in action.

These are what I’m spending those hours on:

1
Update stamps
World less flat, more interesting
 
 

Included in this, are you planning on making additional city tiles in order for cities to take to the landscape around? That would be very interesting.

#8 @ http://forums.elementalgame.com/452034/page/1/

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