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 3)
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on May 24, 2014

He is talking about Heavenfall's UnitStat Background Mod,

 

Here is the link to the forum,

 

https://forums.elementalgame.com/444737/page/1/#3465613

 

Hope this helps.

on May 24, 2014

I'll have to check it out.

 

BTW, since my earlier comment I went ahead fixed the flat land look:

 

 

 

on May 24, 2014

That is awesome!

 

Ok now im excited.

on May 24, 2014

Sooo, they gave you stuff to do because you begged or because you asked to help? Lol.

 

on May 24, 2014

Frogboy


Quoting Leo in WI, reply 9
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?

Thanks to halmal for providing a link already, and more specifically... this comment from heavenfall https://forums.elementalgame.com/444737/get;3465598 HF (and many others as well) does a great job of modding this game and Kael has been good about helping out where he can. Mostly wondering if some small change can be done to make it so Kael won't have to update after releases rather than just putting something permanently in the code to ease the use of this great mod.

on May 24, 2014

DARCA1213

Sooo, they gave you stuff to do because you begged or because you asked to help? Lol.

 

 

heh.  I am sent where I'm needed but elemental has a special place For me.  They also have me working on software to replace Start8 eventually. There's always cool stuff to do.

We live in amazing times. Thanks to you guys, I can make cool stuff for LH! I really appreciate your support.

on May 25, 2014

Frogboy

Quoting DARCA1213, reply 34
Sooo, they gave you stuff to do because you begged or because you asked to help? Lol.

 



 

heh.  I am sent where I'm needed but elemental has a special place For me.  They also have me working on software to replace Start8 eventually. There's always cool stuff to do.

We live in amazing times. Thanks to you guys, I can make cool stuff for LH! I really appreciate your support.

and we appreciate your hours.

on May 25, 2014

Frogboy


Quoting DARCA1213, reply 34
  They also have me working on software to replace Start8 eventually. There's always cool stuff to do.

Does that mean that MS is planning on releasing Windows 9 in the near future?

I'm looking forward to the updated stamps! Any chance of tactical map terrain effects being implemented in the future? (e.g. not being able to shoot an arrow/spell through an obstacle)

on May 25, 2014

Please leave xp for bandits, it will give a needed boost to my governor heroes and make it all the more important to have them to defend the homeland.

Also a Bandit Lord sov would naturally pick Rebels as a positive Negative trait to boost his recruiting ability, might make for a fun play style.

And farming in a SP game should be left to player preference.

Agree with GFireflyE on a greater meditation spell but +1 mana per essence is ok for starters.  Especially if there are few shards near your starting location.  

As far as Tarthan guerrilla tactics:  Could their units get a fade into the forest ability that can only be activated when they are reduced to one figure in a stack and lets them leave the battle to fight another day (like the trait Cautious for a sov but applied to individual units).

Also Tarth could have a spell that lets their territory gradually become forested to deter intruders (abob101 has a Nature spell that does this in his Demons and Wizards mod)

 

Frogboy, you are a busy guy, but do you ever play FE:LH with any mods?  Or can you not say as you don't want people to say you stole ideas?

 

on May 25, 2014

saw nerf consulate- the question is how to nerf it.

I think the Dead should get a special consulate as a tech- that might help their AI issues.

 

As for players- my suggestion would be to have consulates reduce global unrest instead of increasing growth.  Consulates should increase in cost for each one you build though.


Right now the occupation penalties and multiple city penalties are so high I always raze. 

 

One crazier idea I had in ghd pzxg, though it might not be doable in 1 man-hour- would be to ditch individual upgrades, and have levels of fort like what AOW3 has, with each level of fort getting bonuses.   The AI I believe would have an easier time with this.  Make consulates a high-level unrest reducer building in the Civics tree if you do this.  Probably too radical of a change though.

 

 Also- Squad Size, I don't think that needs to be buffed at all.   I already think it's often better to increase the size of units than to upgrade weaponry, and it would nerf melee heros more (which is a problem currently).   You'd also need to fix the exploit where increasing the size of units can be done without resources.

 

on May 25, 2014

Alstein:

"One crazier idea I had in ghd pzxg, though it might not be doable in 1 man-hour- would be to ditch individual upgrades, and have levels of fort like what AOW3 has, with each level of fort getting bonuses.   The AI I believe would have an easier time with this.  Make consulates a high-level unrest reducer building in the Civics tree if you do this.  Probably too radical of a change though."


This is a good idea on the AI side, you could make it where the AI just gets certain bonuses at each level while the player still gets to choose theirs.


I would also like to see this for many buildings/shards.  Rebuilding shards to increase mana output is lame, annoying micromanaging.  I could see the argument for study to school, but even that is yawn-inducing.  I especially cringe when I am trying to get my fortress up and running and I have to build 3 different buildings after I research War Colleges to get my troops up to snuff.

on May 25, 2014

Alstein
Also- Squad Size, I don't think that needs to be buffed at all.   I already think it's often better to increase the size of units than to upgrade weaponry, and it would nerf melee heros more (which is a problem currently).   You'd also need to fix the exploit where increasing the size of units can be done without resources.

My thoughts also.  Will be interesting to see what Frogboy has on mind on this one.

on May 25, 2014

What would be more interesting is if attack strength didn't scale 1 to 1 with squad size.  Essentially, not everyone can get into the front rank to fight in larger units, so there should be a scalar on attack strength at least.

Essentailly 1-3 in unit = 100% attack strength (attack *1-3).

4 or more in unit = +.5 to attack multiple per additional member, i.e. 5 members in unit adds 3 + .5 +.5 = 4x to attack.

Or some fancy scalar (Example: 4th member +.5, 5th member +.4, 6th member + .3 7th member +.2, 8th member +.1, additional members over 8 adding no additional bonus to attack)

A simpler 'scalar' might be + .5 per member over 3 (to 6), +.25 per member over 6.  So a 9 member unit would deliver x5.25 attack (3 + 1.5 + .75), and a 12 member unit would deliver x6 damage [3 + 1.5 (3x.5) + 1.5 (6x.25)], using this progression.

Larger units will (as usual) take more damage to kill (more guys to kill), but will also no longer deliver overly massive attacks in one shot, using this mechanic.  Larger units will last a bit longer in this environment, than they did before when facing each other, but I don't see that as a bad thing...

This would make a 9 man unit under the +.5/unit rule over 3 equivalent to a 6 man unit r.e. attack strength, with more guys available for damage purposes.

 

This becomes important because, as more members are added to units, Sovereigns and Champions get further outclassed.  They simply can't compete as effectively in a damage x9 environment, if say 9 member units are allowed..

 

This could also be varied by weapon type (i.e. spears lend themselves better to 2nd rank attacks than swords do), but that would be hard to accomplish with just an hour or so of coding... this would be a goal for one of the next DLCs I think...

on May 26, 2014

Some great stuff here!

Larger squads (= at least a bit more epical battles?), bandits spawning, wildlads changes...can´t wait!

And BTW, I will buy the Leader pack DLC once 1.7 is out. To support such improvement, its a fair deal I think

on May 26, 2014

abob101
My thoughts also. Will be interesting to see what Frogboy has on mind on this one.

For me, the increased size of the squads is mainly an immersion issue. I think that we for sure need to keep the units - monsters - champions balance, on the other hand giving the player feeling that he fields an epic army.

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