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

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 10)
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on Jun 10, 2014

Avatar137


Quoting Frogboy, reply 130
Ah, sorry, forgot to update this.  I finished my list and just have to check it in and get it to QA.

 

Thanks for the news! That makes me wonder how long it will be before being released, assuming that Q&A don't find any game breaking bugs. Definitely been enjoying myself with this game.

I plan to also spend some time playing it. I see some people still find bugs in the game that I'd like to try to fix if I can reproduce them.  

on Jun 10, 2014

Frogboy
I plan to also spend some time playing it. I see some people still find bugs in the game that I'd like to try to fix if I can reproduce them.  

 

Cool. No rush, despite my impatient side, I'd rather you guys be happy with the results before you release it to us. Looking at all the notes it's looking like it will be fun to try out the new changes. Enjoy your time with the latest Alpha of GalCiv3 this past weekend? (Don't worry, no need to answer in this thread. )

on Jun 10, 2014

Most of my time ends up on the RTS we're working on but There's also E2015, GalCiv III, Mars, and the non-game side of things not including games that are in pre production.  

But LH matters a lot because it has a lot of unlocked potential that we hope to keep working on for a long long time to come.  I once said we will have an LH 2.0.  I also think that we may eventually see an LH 3.0 someday as long as the DLC continues to do well.

We sold 10,000 copies of LH last week alone. 

on Jun 10, 2014

Frogboy
We sold 10,000 copies of LH last week alone.

 

Wow, nice!  Good to hear.

on Jun 10, 2014

Frogboy

Most of my time ends up on the RTS we're working on but There's also E2015, GalCiv III, Mars, and the non-game side of things not including games that are in pre production.  

But LH matters a lot because it has a lot of unlocked potential that we hope to keep working on for a long long time to come.  I once said we will have an LH 2.0.  I also think that we may eventually see an LH 3.0 someday as long as the DLC continues to do well.

We sold 10,000 copies of LH last week alone. 

 

wow...congratz....didn't know it was still that good selling . well lets hope for a bright FE:LH future....or FE in general .

on Jun 10, 2014

Frogboy

Quoting Avatar137, reply 132

Quoting Frogboy, reply 130
Ah, sorry, forgot to update this.  I finished my list and just have to check it in and get it to QA.

 

Thanks for the news! That makes me wonder how long it will be before being released, assuming that Q&A don't find any game breaking bugs. Definitely been enjoying myself with this game.

I plan to also spend some time playing it. I see some people still find bugs in the game that I'd like to try to fix if I can reproduce them.  

OH!!!

are you willing to stream it?

or at the very least, perhaps put out a Let's Play series?

 

I'd love the opportunity to run a chat along side one of your games.

on Jun 10, 2014

Frogboy


We sold 10,000 copies of LH last week alone. 

Just curious if you know..., out of every 100 people who buy LH, how many become long term players?

I figure one time sales aren't as important as people periodically buying new DLC's.

on Jun 10, 2014

Frogboy
We sold 10,000 copies of LH last week alone. 

 

Cool, I was one of them and I'll be buying more stuff that you put out. Good to hear LH has a bright future!

on Jun 11, 2014

Frogboy
But LH matters a lot because it has a lot of unlocked potential that we hope to keep working on for a long long time to come. I once said we will have an LH 2.0. I also think that we may eventually see an LH 3.0 someday as long as the DLC continues to do well.

This is great. Injecting more resources back into the games' potential could really be a great thing. I haven't played LH for a while, but given the improvements and DLC available, would love to enter back in as it becomes more refined. Spending time polishing a system that's worth polishing is time well spent!

on Jun 11, 2014

Frogboy did you get strategic IsWorthy tags working?

Also I'm just curious did you make any changes to how the AI specializes cities and where they build troops?

on Jun 11, 2014

All this is nice, but I'd rather you fixed the broken quests problem. I shouldn't have to edit the game files to have the option to have 20-50 quests available because quests break and can't be completed or removed. If necessary,. simply implement a function to abandon a quest (say, by right clicking on the active  quest and confirming abandonment). Also, if it wasn't intended to the contrary, having city garrisons repel as many attacks per turn that happens, plus keeping track of garrison losses to account for slain defenders as well as experience gained in combat. Finally, I would love to see an option to specifically train units as "garrison" units (can't leave the city and cost upkeep, but can level up and upgrade equipment like any other trained unit and/gain experience/levels). Thank you for reading this, and God bless.

on Jun 11, 2014

DsRaider

Frogboy did you get strategic IsWorthy tags working?

Also I'm just curious did you make any changes to how the AI specializes cities and where they build troops?

No. It wasn't in my list.

Unless it was in that list above, I didn't work on it. Sorry.

on Jun 11, 2014

Frogboy
No. It wasn't in my list.

Unless it was in that list above, I didn't work on it. Sorry.

K thanks for answering.

on Jun 11, 2014

Bandits not fun?

How did that happen? Was looking forward to this...

on Jun 11, 2014

jirkaesch

Bandits not fun?

How did that happen? Was looking forward to this...

 

I'm a little confused by that as well. Hmm...

 

In any case, I'd still like it if bandits spawned maybe based on the prosperity of a city? It would make sense for bandit groups to be attracted by the prospect of richer targets. Possibly have it so that if you leave lingering bandits in your territory, they have a chance to negatively impact your city income every turn.

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