Brad Wardell's site for talking about the customization of Windows.
The morphable world
Published on October 15, 2012 By Frogboy In Elemental Dev Journals

One of the changes we've made for the final public build is that we've greatly reduced the costs or raising and lowering land.

Now, you can't use these spells to create mountains or make islands. That's not their purpose.  What they can do, however is create shorter routes through mountain regions (lower land) and connect players to other parts of the world that aren't normally accessible (raise land).

This will become a particularly big deal after release when we start releasing map packs to supplement the random maps. In these map packs, the players (AI and human) will be able to explore larger areas if they make use of these spells (i.e. goodies and special quests hidden behind mountains OR by island hopping).

Here's a video that shows this off:

Elemental: Fallen Enchantress will be released on October 23!


Comments (Page 4)
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on Oct 16, 2012

Mhantra
I am very willing to test this fully.  I admit to being alarmed and worrying about abuse at first, but, assuming the AI can use the spell as well, this is actually something that sets this game apart, it is a talking point, a focus point of the game. 

We beta testers are all used to playing one way, and any large change like this, that will clearly change the fundamental way we play, thrown in at the last moment before release, will startle us.  But honestly, at 50 mana per cast, I NEVER used it until late game, but by then, the land was settled and frequently you needed to take the long way to destroy everything in your path anyway.  This way, you can, for better or for worse, make a bee-line for a specific point, or slow down an approaching army, create choke points; any number of tactical applications. 

I am warming up to this. 

 

 

The problem is it actually removes terrain strategy/tactics entirely.

There's a chokepoint here that I can use... oops, not anymore.

I'll set my defenses here - nope, you have to defend everything, because they could come through previously impassable terrain to get you.

So now you have to defend everything the same, you can't rely on terrain at all, and it's cheap to do.

End result - everything is passable and there are no particularly strategic points.

 

on Oct 16, 2012

Well, in my version of the game Earth Magics are very rare, so it will be a nice power for them. I shudder to think how it will hurt the vanilla game with every new hero pretty much having Earth1. 

on Oct 16, 2012

Yes.  I agree with the people who say it should go back to the previous cost or the terraform spells should be removed altogether.

on Oct 16, 2012

My main problem with Brad's statement in defense of it as being 'fun to use' is that who cares if changing terrain is fun to use, unless it's fun to play the whole game, you know, that thing you're releasing in 8 days, with terraforming so cheap?  The game is not about raising and lowering terrain, or is it?

Also, and this is extremely important to understand here, telling people they can just change it is unacceptable.  You need to release a good product out of the box, but you know that already.

If you really believe this change is good for the game as a whole, improving the entire experience, and not just making the use of that spell fun, then go for it.  If not, re-evaluate.  But ask yourself - is it fun when terrain is lowered and now I get attacked from a different angle, and my strategic deployment to the chokepoint is ruined, and it only cost them a pittance in mana to do it?  Isn't that the sort of tactical move that should come at a price?  If nobody's using it, 50's too high.  If everybody's using it now, 5 is too low.

It should be a stressful choice whether to try to punch through the front lines or try and dig through a mountain range.

on Oct 16, 2012

harpo99999
as did you, now follow instructions after putting your head inside an iceburg.

harpo

 
I'm not going to continue arguing with someone who clearly had the brain functions of a lobotomized gerbil. Good day to you.

on Oct 16, 2012

Coming from a comlpete outsider to the game, mods are fine, but changing the base game to your will , to point of a custom game-

-IMHO really diminishes the shared game experience.

Me ignoring the problem at hand, this statement in itself is pretty much spot on
I try not to suggest ludicrous things that might only make the game more enjoyable for me for the same reason, I wait until I can poke around in the awesome modding tools to play around with silly hp/armor/damage calculations

Sincerely
~ Kongdej

on Oct 16, 2012

The thing is, I don't think the mana cost is the problem.  It's how quickly the spell is available.  

on Oct 16, 2012

Frogboy
The thing is, I don't think the mana cost is the problem.  It's how quickly the spell is available.  

It's probably a little of both. Given mana costs for other spells and what they do, it loses sight on spell power vs. mana. the same complaint that I also see from the thread I started (just so people could vent their frustrations or come up with good arguments as to why) that it is a point of immersion being lost and gaming of the system being done. I for one think that 5 mana loses a bit of that immesion, but I feel that 50 mana is too expensive for practical use in the game.

At 5 mana the spell is extremely useful and easily cast and for your purposes in the game is appropriate. I suggested 10 mana because I didn't want the spell to seem weak for it's purpose, but I didn't want to make it impractical to be used. I am fine with 5 mana if the AI can use the spell effectively. For example the isolationist AI should use raise land around his place to make it hilly or muddy to slow enemy troop movement.

on Oct 16, 2012

Frogboy
The thing is, I don't think the mana cost is the problem.  It's how quickly the spell is available.  

I was in a game last night where my starting location was on the western edge of the map with a 25 tile long mountainous region (12-13 tiles north or south either way) on the east.  That's a long way to walk around with your first pioneer or hero to scout out. If I'd had lower terrain, I could have cut myself a path pretty quickly to a nice fertile land once I'd made that first pioneer. 

But sadly I had no Earth magic, so Ctrl + N it was. The point being is if I had early access to lower terrain, I'd have had a nice game there - everything was sweet on the other side.

So it's not early access that's the problem.

The problem, as I see it, is that mountains can't be crossed because there are no flying units and you don't have boats (or swimming units) yet the game insists on using lakes and mountains as internal terrain.  Either you accept that you will continue to have this geography, and make lower terrain and raise terrain as accessible as it it now or you re-write the mapping code to not use mountains and internal bodies of water.

 

on Oct 16, 2012

So Brad, I'll just ask again: Is the AI capable of using these spells to terraform the land to its advantage?

on Oct 16, 2012

dangerlinto

The problem, as I see it, is that mountains can't be crossed because there are no flying units and you don't have boats (or swimming units) yet the game insists on using lakes and mountains as internal terrain.  Either you accept that you will continue to have this geography, and make lower terrain and raise terrain as accessible as it it now or you re-write the mapping code to not use mountains and internal bodies of water.
 

Are you seriously asking for a game with no physical barriers, or at most only trivial ones, easily overcome from turn one? That sounds like fun... 

on Oct 16, 2012

Satrhan



Quoting dangerlinto,
reply 55

The problem, as I see it, is that mountains can't be crossed because there are no flying units and you don't have boats (or swimming units) yet the game insists on using lakes and mountains as internal terrain.  Either you accept that you will continue to have this geography, and make lower terrain and raise terrain as accessible as it it now or you re-write the mapping code to not use mountains and internal bodies of water.
 
Are you seriously asking for a game with no physical barriers, or at most only trivial ones, easily overcome from turn one? That sounds like fun... 

0.991 'fixed' Raise Land so that it can no longer be cast on hills.

To confirm, there are spells that allow you to create mountains and create seas, correct???

 

on Oct 16, 2012

No, I think those spells were removed.

on Oct 18, 2012

dangerlinto



Quoting Frogboy,
reply 52
The thing is, I don't think the mana cost is the problem.  It's how quickly the spell is available.  


I was in a game last night where my starting location was on the western edge of the map with a 25 tile long mountainous region (12-13 tiles north or south either way) on the east.  That's a long way to walk around with your first pioneer or hero to scout out. If I'd had lower terrain, I could have cut myself a path pretty quickly to a nice fertile land once I'd made that first pioneer. 

But sadly I had no Earth magic, so Ctrl + N it was. The point being is if I had early access to lower terrain, I'd have had a nice game there - everything was sweet on the other side.

So it's not early access that's the problem.

The problem, as I see it, is that mountains can't be crossed because there are no flying units and you don't have boats (or swimming units) yet the game insists on using lakes and mountains as internal terrain.  Either you accept that you will continue to have this geography, and make lower terrain and raise terrain as accessible as it it now or you re-write the mapping code to not use mountains and internal bodies of water.

 

 

I love those kind of starts. You have a great defensive position there and missed a fun and different game. If it was possible for an enemy to tear down the mountains in 1 turn and with very little use of mana I would hate it big time......

on Oct 18, 2012

the raise and lower land are now earth 3 spells, and looking through the hiergamenon there is NO sink land/raise mountain spells.

harpo

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