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 14)
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on Jun 24, 2014

so is this dead? 1.7?

on Jun 24, 2014

N/A

on Jun 24, 2014

In all fairness that was two weeks ago and we have not heard an update on how it is moving forward or not.

on Jun 24, 2014

N/A

on Jun 27, 2014

Primal_Savage




Let's riot.

 

 

[eMOD] [LH 1.6] Torch and Pitchfork Crowd




Est Hours
Feature
Description
Status


As many as needed
Unrest penalties
Unrest causes Torch and Pitchfork Crowd to spawn
Hunting Frogboy



 

 

Look ma! I'm in the picture!

on Jun 27, 2014

N/A

on Jun 27, 2014

Yes, the sale did seem to do well. I got two of my friends to buy it and they're not even into this type of game! Looking forward to this update when it arrives.

on Jun 27, 2014

N/A

on Jun 27, 2014

Thanks for that, Primal_Savage, good to hear! Hopefully it won't be the end of the month...

on Jun 27, 2014

A July release would be sweet, as well as a changelog in advance to see the other goodies Stardock has been cooking up. Brad's changes alone are cool, but I'd be interested in seeing some of that other stuff (like the performance enhancements).

on Jun 27, 2014

Lord Reliant
A July release would be sweet, as well as a changelog in advance to see the other goodies Stardock has been cooking up. Brad's changes alone are cool, but I'd be interested in seeing some of that other stuff (like the performance enhancements).

and like the polish changes.

on Jun 30, 2014

Possible point for consideration:

I've found the Crushing Blow ability to be incredibly overpowered. I humbly recommend that it be reduced from 2x damage to 1.5x damage. The ability would still be useful but changed such that the player would need to tactically decide when to use the ability over and above a regular attack. As is, the 2x damage is enough to overwhelm most foes straightaway.

Could this be adjusted in the 1.7 changelog?

on Jun 30, 2014

Is it possible to code that missing with crushing blow triggers an attack of opportunity instead?

on Jul 02, 2014

Just a quick update.  I've checked in my code to QA.  They're going through it.  Some issues I'll have to look at (there's a race condition in my new battle rank code I'll have to evaluate).  

With any luck, the final LH 1.7 should be out this month.

on Jul 02, 2014

HURRAY!

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