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 2)
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on May 23, 2014

Greetings!

1
Stamp fix
Fix stamp creation for modders, add some new stamps.
Done

Does this include fixing those wildlands that have the river tiles lose their river tile status? (Morian's as an example)

 

on May 23, 2014

Greetings!

1
Unrest penalties
Unrest causes bandits to spawn
 

1
Eco balance
Update mana/maintcosts/research balance/hero generation
 

1
Wild land menace
Wild lands spawn monsters who go after players, get much worse over time.
 

1
AI updates
Have AI update outposts, Better army management, Pariden use Arcane monoliths,
 

1
Gameplay
Master Quest harder, Heroes spawn at capital, Nerf consulate, bigger maps

REALLY looking forward to these changes.

I figured it out....you just love getting Karma.

 

about the Master Quest, if a player has it's victory condition disabled, the Pit of Despair wildland should not generate into the random map, imo. Also, even if it is selected, it would be VERY cool if you needed to 'unlock' the three gates which results in the 'casting' of the Pit of Despair to rise out of the ground (like Curgeon's Volcano). (kinda brings new meaning to why it's called a 'pit') 

on May 23, 2014


Understanding that you only have 16 hours...here are some other items that you don't have posted on your list (maybe some of them are low-hanging fruit?)

1) Has/Will the shift-rotation of city buildings when manual placement is enabled be fixed?

2) With planning to have hero's show up at your capital instead , are you able to make a 'capital' building that is auto-placed when your Sovereign creates the first city and then can be rebuilt elsewhere to move the capital?

#7 @ https://forums.elementalgame.com/452034/page/1/

 

3) Will you be considering more unique city defenders, dependent on the type of city it is?

#5 @ https://forums.elementalgame.com/452034/page/1/

in conjunction with: https://forums.elementalgame.com/451304/page/1/#3453307

 

on May 23, 2014

These are what I’m spending those hours on:

If you can get all that done on that time frame that would be impressive.  Very cool regardless, looking forward to 1.7 and beyond.

 

 

Increase squad size and test

Sounds interesting but won't that throw out the balance of trained units vs monsters and other individuals units?  (trained units will be even better than they are now?)

 

Have AI update outposts, Better army management,

Awesome.

 

Pariden use Arcane monoliths

Can you *please* try and keep this generic enough that it works for other terrain spells (Corruption etc) including modded ones.

 

 

on May 23, 2014

NaytchSG
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!

Adding to the spells:

- Fly (I'll also note here that the Air Elemental, while flying, cannot fly over the cascym tiles on both the strategic and tactical maps)

- Landwalk (Pathfinding) (to travel free of terrain obsticles)

- Mass Heal

 

on May 23, 2014

abob101


Pariden use Arcane monoliths


Can you *please* try and keep this generic enough that it works for other terrain spells (Corruption etc) including modded ones.

 

An interesting thought. Specialized castings for specific AI. Allowing the modders to play with that code for other possibilities would be fantastic.

on May 23, 2014

hedetet
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:
*snip*

Agree with your prioritization...

I don't see the need in enlarging the squad size...

on May 23, 2014


(as you all can see from my many posts....this is a VERY exciting thread for me.)

on May 23, 2014

abob101
Can you *please* try and keep this generic enough that it works for other terrain spells (Corruption etc) including modded ones.

I would love to see this but I don't think it will happen. The spells are just way to different, they really haven nothing in common. Arcane Monolith, Corruption, and Bloom of Twilight all target very different things.

on May 23, 2014

Update mana/maintcosts/research balance/hero generation

On this topic I think Meditation is too good. I always get all my mana from it and never bother upgrading my shards. Once you have a few cities with 2-3 essence you get all the mana you need. Putting it down to +1 mana instead of +1 per essence would work.

on May 23, 2014

DsRaider
I would love to see this but I don't think it will happen. The spells are just way to different, they really haven nothing in common. Arcane Monolith, Corruption, and Bloom of Twilight all target very different things.

Yeah fair point, but doesn't hurt to push the case..  

 

Still I don't think some of them are that unachievable.  For me the ideal scenario would be that the AI "considers" casting all spells, specifically in this case the ones that target terrain... and for the ones that are deemed too complicated for the AI, just set the priority to zero.

That way, we can mod extra stuff in.  For example if the AI would cast spells on empty terrain, we can create a spell "Find Gold", which would create a Gold resource in friendly territory on an empty tile.  That sort of thing (not a great example but you get the idea).  There are some cases where it would be super handy... a spell like that can be easily used by the AI.

 

Even something like Corruption is not a big stretch, just an extra option or two in the ValueCalcWrapper for the AIPriority.  For Corruption it might be something that equates roughly to "If NumDeathShards < (NumAirShards + NumEarthShards + NumFireShards + NumWaterShards)" then cast it.

 

Bloom of Twilight, yeah sure fair enough getting complicated... though it would really help the AI if it would try it as someone suggested 

Raise/Lower land.... yep ok that'd be tricky, but just set AIPriority to 0.

 

I'd give up one or two of those other things on the list if it meant we got more of these spells working.  Just my view though (and someone other than GFireflyE has to throw their 2c in  )

 

 

on May 23, 2014

N/A

on May 23, 2014

DsRaider

Update mana/maintcosts/research balance/hero generation


On this topic I think Meditation is too good. I always get all my mana from it and never bother upgrading my shards. Once you have a few cities with 2-3 essence you get all the mana you need. Putting it down to +1 mana instead of +1 per essence would work.

If you go this route, there should probably be a 'greater meditation' spell...

OR....add a mana cost to the casting of the spell...so it's an investment.

on May 24, 2014

Leo in WI

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?

I'm not familiar with that mod.  Could you let me know more detail on that?

on May 24, 2014

BTW, forgot about Memorial Day so I won't get to do the next 3 hours (I did 1 hour already) until Wednesday.

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