Brad Wardell's site for talking about the customization of Windows.

Lots of cool stuff going on around here.

Fallen Enchantress: Legendary Heroes 1.6 is due out in April and there will be a new DLC released shortly after that.  It involves spouses. That’s all I’ll say.

Legendary Heroes 2.0

Also, as some of you may have heard, Legendary Heroes 2.0 has been approved and budgeted. This will be a free update of some significance.  I don’t have a due date for it yet but it does have some interesting changes in it including ZOC for monster lairs and possibly some changes with regards to the way champion inventory is handled. 

Other things on our “want” list for Legendary Heroes 2.0 include:

  • Updated diplomacy options to help build longer term relations
  • More performance boosts (we’re working on redoing the way trees are handled)
  • Some tweaks to the way magic is done
  • More effective alliance handling (this is something we really want to see)
  • Some changes to the way the Spell of Making is handled

That’s just a bit of it.

Obviously, this all boils down to having enough revenue to pay for it.  The numbers for LH are quite promising.  In January, about half of LH’s revenue came from the DLC. So that’s a good sign.

Next DLC

Like I mentioned, we have new DLC coming out next month. It’s already in QA.  Kael has gone pretty crazy with it.  Anyone from the Civ IV world knows the crazy stuff Kael can do so I guess I shouldn’t have been surprised. But it’s pretty neat.

But AFTER that one I have two questions I’d like to get your views on:

1. How OFTEN do you want to see new DLC?  (Monthly, Quarterly, Every couple months, etc.)

2. What would you like to see our NEXT DLC be?

a. Stamps pack (for more random map generation interest)

b. More tactical battles maps

c. More magical spells

d. New factions

e. More loot

f. More quests

g. Something else (if it involves writing c++ code, it’s not DLC so has to be content that is downloadable).

Other sneak peeks…

Troll

image image image

Stay tuned!


Comments (Page 7)
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on Mar 09, 2014

Sunray242

 

Healing Champion's injuries: There must be a better way than to ruin my economy to buy an expensive potion to cure 1x condition. (infirmary building?)

 

Expanding this thought out a little:

If you play the game for long enough, it always seems as though every city gets every building available. Having more buildings would be an excellent start in further forcing the player to make choices. A 'hospital' chain of buildings is an excellent idea to that end.

I think the game would be more dynamic if the buildings had varying gildar upkeep such that the players (and AI to a lesser degree) were forced to make strategic building decisions so as to not cripple there economy. Perhaps it could be as simple as tier 1 buildings cost 1 gildar per turn....tier 2 buildings cost 2 gildar per turn....etc.

Something to make the player question as to whether or not that building is REALLY worth building...

Obviously, implementing a system like this would also need to have building destruction fixed up so that bonuses from destroyed buildings are removed properly.

Would also really love it if some buildings offered minuses relative to other positives....to give the player choice as to whether to good offsets the bad.

 

As is, every city gets every building....eventually....it just depends as to what order you build them in.

on Mar 09, 2014

Sunray242

Tactical terrain: Swamp tiles to limit your movement and defense, wooden areas to reduce damage from ranged attacks, arrows that can be stopped by obstacles that are in the line of sight, hills (height that give a +1 attack bonus to damage), catapults that will destroy fortified tiles and so on...

I want this and more.

There are two additional things I requested that would simply require too much coding:

1. Intelligent LOS (where LOS isn't circular)/

2. Things that block projectiles (i.e. hide behind a wall blocks arrows).

The #1 problem my company faces is limited coding resources.  I just don't have enough programmers on hand to do everything I'd like us to do.  It's not even a budget issue.  You'll see me on twitter, facebook, and us sending people around trying to recruit programmers.  It's hard to get people to move to Michigan.

So while a game like Age of Wonders 3 (which is looking great btw) or Warlock 2 have pretty sizeable teams, I've got 2 programmers and myself available on the fantasy 4X stuff (artists are easier to get and why content is a lot more doable).

One of the many reasons War of Magic was so disappointing (and there were many reasons) is that I had to alter the design a lot as time went on simply for lack of coding resources.  There are start up indies with more programmers on their game than I have available for our fantasy 4X. It's frustrating.

 

on Mar 09, 2014

Tattyhat

Stop being so cruel.  I haven't got any money left.

I have coupon offering 50% discount for LH DLCs. Sorry, that's all I can do.

on Mar 09, 2014

For myself, should like to see more rock-paper-scissors, have more units and monsters able to resist various damage types. I'd mentioned skeletons before, and had thought 1 piercing damage, 1/2 slashing damage, and full crushing damage would make sense. Also, would like to see more damage spells (Life) and more teleportation spells, such as ones where you can set a marker and then cast the spell again to return to it. Otherwise, getting around can be a chore if you get very far away from your home city, and that can prove a problem since you can only use militia to defend each city only once per turn. BTW, whatever happened to fixing that, assuming it wasn't intentional?

on Mar 10, 2014

Frogboy


Quoting Sunray242, reply 84
Tactical terrain: Swamp tiles to limit your movement and defense, wooden areas to reduce damage from ranged attacks, arrows that can be stopped by obstacles that are in the line of sight, hills (height that give a +1 attack bonus to damage), catapults that will destroy fortified tiles and so on...




I want this and more.

There are two additional things I requested that would simply require too much coding:

1. Intelligent LOS (where LOS isn't circular)/

2. Things that block projectiles (i.e. hide behind a wall blocks arrows).

The #1 problem my company faces is limited coding resources.  I just don't have enough programmers on hand to do everything I'd like us to do.  It's not even a budget issue.  You'll see me on twitter, facebook, and us sending people around trying to recruit programmers.  It's hard to get people to move to Michigan.

So while a game like Age of Wonders 3 (which is looking great btw) or Warlock 2 have pretty sizeable teams, I've got 2 programmers and myself available on the fantasy 4X stuff (artists are easier to get and why content is a lot more doable).

One of the many reasons War of Magic was so disappointing (and there were many reasons) is that I had to alter the design a lot as time went on simply for lack of coding resources.  There are start up indies with more programmers on their game than I have available for our fantasy 4X. It's frustrating.

 
yeah,  having some way to counter the ranged attack makes sense,  my strategy for tactical centers around initiative and the ranged advantage.  

on Mar 10, 2014


1. How OFTEN do you want to see new DLC?  (Monthly, Quarterly, Every couple months, etc.)

Pretty much depends what is in them, but providing it is something that expands, improves or adds to the gameplay in some appealing or interesting way then frankly I'll buy them as often as you release them.. so every month to two month would be ideal.

2. What would you like to see our NEXT DLC be?
a. Stamps pack (for more random map generation interest)
b. More tactical battles maps
c. More magical spells
d. New factions
e. More loot
f. More quests
g. Something else (if it involves writing c++ code, it’s not DLC so has to be content that is downloadable).
Other sneak peeks…

Um.. Yes to all?

Few things I'd specifically like to see are MORE variation in random maps, I mostly play LONG campaigns using huge random maps so more variation would be nice.  Also the addition of more PRE built maps of varying sizes would be nice as they tend to have more sense and less chaos than the randoms overall.

Also I would love if there was an improvement that allowed outposts to defend themselves.  Yes I know you can station troops on them but I would prefer an upgrade that lets them defend themselves to a degree like a catapult or some inherent archers etc..  OR better yet if outposts were expanded to include different types a la Galactic Civ.  trade Outposts (with relative upgrades) that help increase commerce, Military Garrisons that simply guard territory and choke points. to Hamlets, which are settlements in starting limited feature but when grow to a certain population level can be transitioned to actual settlements for a gold cost (this would also provide a more natural way to grow new settlements rather than instantly having a new settlement after the first be instantly available and would make protecting fledgleing settlements more important until they can grow and be developed into ACTUAL settlements.  Research Enclaves used to develop a magical or research resource, Farms for developing food resources without being an actual settlement and Mining Camps for developing production based resources without being an actual settlements.  all would have different upgrades specific to improving the rate and amount of resource gatherable to be transferred to a nearby settlement, and some general upgrades (for improving attack/defence/movement within owning factions territory).  This would also help keep down the amount of actual city spam, while retaining the improtance of a few so that resources harvested by the different outpost types have somewhere to filter back to.

I would love more depth and options to diplomacy such as being able to gift towns or units or trade for them.. plus the ability sell/buy/trade items that your heroes have to other factions

More layers to the map would be nice like an underground layer for example so we can expand down as well as out maybe opening up access to new underground enemies, resources, faction etc..

Monster AI needs sorting with regard to enemy territories.  For example if my borders expand so that a monster lair falls within them, eventually once they are strong enough they will move off the lair to attack my nearby units and resources.  HOWEVER I have watched the AI factions do the same, yet the monster lairs in there territory NEVER EVER attack there units or resources and indeed when they eventually do move off them they heads straight for me (the players) territory instead.  ALWAYS.  Monsters need to deal with factions equally when within someones borders so that they are a threat to EVERYONE not just the player.

Would love to see some new themed Path choices for hero and player includes beyond Warrior, General, Defender, Rogue and Mage.  Priest, Druid, Warlord, Necromancer, Bard etc.. or maybe advanced paths that further specialize the basic paths.

More mount variety.

Faction clothing Colours to apply to FOUND items too.  Seems a little redundant to say choose your colors when designing a hero or faction and then the first piece of wearable gear you find changes to whatever color it is instead???  Give us the option to apply our factions clothing colors to ANYTHING we wear.

Would also like to see Ships re-added with maybe some nautical enemies, quests, resources etc.. to find and utilize.

Some sort of ESPIONAGE inclusion would be nice so we can affect the enemy cities, research or production through non magical means too.  Or start rumours to encourage them losing relations or start hostilities with other factions etc..or improve relations by encouraging corruption and making gifts etc..

I'd also like for the diplomacy agreements to have more relevance.  Non aggression pact for example shouldn't by default mean you open your borders to the other faction, border access should be separate.  Also with alliances these should have more relevance like encouraging your ally to have bad relations with your enemies and good relations with your friends and trade partners.  technology trades should also allow for direct trading of researched techs.

Other things like Border access in general.  For example if I enter another factions border they pretty much say leave or declare war.. but if they enter mine they agree to leave, moving them to the edge of my border and then the very next turn continue on their original movement back to where they were going heading into my borders again.. leaving you with an endlessly repetitive turn by turn request that they leave which they do until eventually relations drop so bad they declare war.  This needs sorting so when you say LEAVE my territory IF they do that they then don't head straight back in the next turn but alter thier pathing to find a new route AROUND your territory instead.

Finally I would also like to see MINOR RACES reintroduced, these individual settlements are nice especially if they were made so that either by allying them or conquering them you could gain access to a unique spell, tech, building, equipment or unit that without access to them you otherwise couldn't.  This would add an extra layer to gameplay in both substance, falvor and tactics.

on Mar 10, 2014

Frogboy

Quoting Sunray242, reply 84
Tactical terrain: Swamp tiles to limit your movement and defense, wooden areas to reduce damage from ranged attacks, arrows that can be stopped by obstacles that are in the line of sight, hills (height that give a +1 attack bonus to damage), catapults that will destroy fortified tiles and so on...


I want this and more.

There are two additional things I requested that would simply require too much coding:

1. Intelligent LOS (where LOS isn't circular)/

2. Things that block projectiles (i.e. hide behind a wall blocks arrows).

The #1 problem my company faces is limited coding resources.  I just don't have enough programmers on hand to do everything I'd like us to do.  It's not even a budget issue.  You'll see me on twitter, facebook, and us sending people around trying to recruit programmers.  It's hard to get people to move to Michigan.

So while a game like Age of Wonders 3 (which is looking great btw) or Warlock 2 have pretty sizeable teams, I've got 2 programmers and myself available on the fantasy 4X stuff (artists are easier to get and why content is a lot more doable).

One of the many reasons War of Magic was so disappointing (and there were many reasons) is that I had to alter the design a lot as time went on simply for lack of coding resources.  There are start up indies with more programmers on their game than I have available for our fantasy 4X. It's frustrating.

 

 

If the news is to be believed everybody is leaving michigan not moving there.   Lots of ghost town pictures of Detriot.

on Mar 10, 2014

1. How OFTEN do you want to see new DLC?

Every couple months

 

2. What would you like to see our NEXT DLC be?

g. Something else, More monsters (flying).  More Geographic options (beaches/canyons/jungles/light woods/sand dunes,shore lines, deep sea, etc...).  & A Naval Game (Naval/Sea Units). 

on Mar 10, 2014

I should like to see naval units, myself, as a way to give more tactical options. Assuming ice elementals would be able to traverse water terrain without penalty, they would be able to capture lightly defended cities on the coastline without having to  slog through all that ground territory to get to it.

on Mar 10, 2014


I should like to see naval units, myself, as a way to give more tactical options. Assuming ice elementals would be able to traverse water terrain without penalty, they would be able to capture lightly defended cities on the coastline without having to  slog through all that ground territory to get to it.

 

Imo, Naval units will overcomplicate the game world. Only way I see this working is if many changes are made to the game:

- Many more beaches need to be inserted into the existing stamps and premade maps.

- A series of varied ships and transports needs to be designed, with consideration to be taken into faction specific units.

- More flying units are required to help balance out land/sea battlefronts.

- Sea units are required to give a hero side to naval.

- Sea monsters and lairs are required to complicate traversing the seas.

- Random events need to be made that will be specific to sea scenarios.

- More spells need to be made that incorporate sea and air travel. Cast spells like 'flying', 'water walking', 'floating island', etc.

- Airships are a must.

- There needs to be a reason to explore the sea....a new resource? Quests?

- How will the treaties operate over sea lanes?

- Perhaps even a floating fortress from which to fortify your empire's position.

 

I'm sure I'm even missing a thing or two. Basically....adding naval I think would be a huge project for SD.....IF they could put out something so grand in a DLC, I'd definitely purchase it.....but I don't think they will...

 

...especially when they still need to do similar items....like have the AI be able to handle and build outpost improvements.

 

on Mar 11, 2014

 My picks in decreasing order of importance

- Spells

- Spells

- SPELLS

- Quests

- Loot

- Tactical options

 

 Everything else with lower priority (monsters, factions, and so on).

 

 

 

 

 

 

 

 

 

 

 

 

on Mar 11, 2014

Heh, just zoomed in on the troll/ogre/thing and noticed

  • It has cloven feet
  • There's a little bone-masked goblen/darkling/something shaman peeking out from behind the rock in the background

Details

on Mar 11, 2014

just hope you find a setting between "expert" and "ridiculous" for the opponent AI intelligence. At "expert" level" I win 99% of the time, but lose 99% of the time at "ridiculous" (to be honest, it is 100% loss rate).

Does the AI have to get BOTH better algorithms AND more HP and economic advantages? g

on Mar 11, 2014

geosch
Does the AI have to get BOTH better algorithms AND more HP and economic advantages? g

I believe that SD has indicated that the AI uses "best" algorithms already at Challenging...so bonuses are the only way up. The problem with the transition is that the granted bonuses are pretty huge in Ridiculous.

There are a number of AI enhancement mods out there now; at least 3 of them are in current/actively updating mode.  Check out the mod list stickied at the top of the LH mods subforum.  

on Mar 11, 2014

 "I believe that SD has indicated that the AI uses "best" algorithms already at Challenging"

    I stand corrected, you are absolutely right! That's what it says. But something different is going on at the ridiculous level with the AI - it is much more aggressive. Perhaps it is a result of it's feeling of overall superiority when it encounters my puny empire. I get hit with 500HP armies, while I am lucky to break 100HP at that stage.


   Anyhow, I'll take a look at the mods, as the game is boring now at both "expert" and ridiculous" levels, though for different reasons!


  g

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