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 4)
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on May 26, 2014

tjashen

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...

 

I like the concept, it also ensures that as a larger squad takes damage their damage output doesn't drop as significantly, so while you don't get the same blast output, you get a steadier damage output for more of the battle.

on May 27, 2014

Maybe make it so that cities that don't have enough food for their population gain increased unrest? Always found it kind of odd that if all the farms get destroyed nobody seems to care that they starve.

Maybe also make monsters/lairs near cities increase unrest. Might be complicated though.

Hmm and unrest could reduce city growth (if it doesn't already, never checked).

 

 

 

 

on May 27, 2014

No replacement for the random name generator? Nothing to make the new DLC leaders and factions have correct names when used in the game?

Really? 

 

Cheers,

Sword

on May 27, 2014

SwordOfJustice1

No replacement for the random name generator? Nothing to make the new DLC leaders and factions have correct names when used in the game?

Really? 

 

Cheers,

Sword

 

The The Dead approve this message 

on May 27, 2014

BeelzebossErik
Maybe also make monsters/lairs near cities increase unrest. Might be complicated though.

Interesting idea.

on May 27, 2014

The list of things you're working on is great!

One of these days, or a future expansion of LH, I look forward to being able to Edit Sovereigns because if you need to change something the only option now is to delete it and recreate from scratch.  This would have made the Leader Pack DLC worth the money.

Another thing that needs to be done is at least enable a windows slider bar on the Path selection screen [Warrior, Defender, etc.] if more than 5 paths exist.  This would make it a lot easier for modders to add more Path content to the game.  I have 3 additional Paths already flowcharted, just not motivated with the UI being what it currently is.

 

on May 27, 2014

halmal242

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.


Can't believe I hadn't seen this before.  Yes, please!

on May 27, 2014

BernieTime
Another thing that needs to be done is at least enable a windows slider bar on the Path selection screen [Warrior, Defender, etc.] if more than 5 paths exist. 

Yes please!

on May 27, 2014

SwordOfJustice1
No replacement for the random name generator? Nothing to make the new DLC leaders and factions have correct names when used in the game?

Really?

This isn't the changelog for 1.7. This is just the stuff Frogboy is working on. There is no reason bug fixes would be included in this list which is about the programming time he got to improve the AI and some game mechanics. More people then Frogboy are working on 1.7.

on May 27, 2014

N/A

on May 27, 2014

DsRaider


 More people then Frogboy are working on 1.7.

I think he mentioned that there were 1.5 FTE's working on LH. Not really a lot of resources to get more than a few essentials done.

on May 27, 2014

BernieTime

Another thing that needs to be done is at least enable a windows slider bar on the Path selection screen [Warrior, Defender, etc.] if more than 5 paths exist.  This would make it a lot easier for modders to add more Path content to the game.  I have 3 additional Paths already flowcharted, just not motivated with the UI being what it currently is.

 

I prefer this approach:

https://forums.elementalgame.com/452109/page/1/#0

if new paths can be automatically captured, all the better.

on May 27, 2014

GFireflyE


Quoting BernieTime, reply 51

Another thing that needs to be done is at least enable a windows slider bar on the Path selection screen [Warrior, Defender, etc.] if more than 5 paths exist.  This would make it a lot easier for modders to add more Path content to the game.  I have 3 additional Paths already flowcharted, just not motivated with the UI being what it currently is.


I prefer this approach:

https://forums.elementalgame.com/452109/page/1/#0

if new paths can be automatically captured, all the better.


That's not for me, but to each their own.  Sorry to Frogboy as I didn't intend to detract from his good news.  On the plus side, I'd say there's definite interest on improving this part of the game.

on May 27, 2014

BernieTime



Quoting GFireflyE,
reply 57


Quoting BernieTime, reply 51

Another thing that needs to be done is at least enable a windows slider bar on the Path selection screen [Warrior, Defender, etc.] if more than 5 paths exist.  This would make it a lot easier for modders to add more Path content to the game.  I have 3 additional Paths already flowcharted, just not motivated with the UI being what it currently is.


I prefer this approach:

https://forums.elementalgame.com/452109/page/1/#0

if new paths can be automatically captured, all the better.



That's not for me, but to each their own.  Sorry to Frogboy as I didn't intend to detract from his good news.  On the plus side, I'd say there's definite interest on improving this part of the game.

fair enough....but part of my comment was hinted that perhaps Frogboy could merge it into the game such that adding more paths automatically adjusts the sizing so that it still fits on one screen...

 

on May 27, 2014

Brad-

Your post about allocating time made me think of this post from the Basecamp folks:

http://signalvnoise.com/posts/3746-drive-development-with-budgets-not-estimates

Probably more of a post for Derek, but interesting to think about investing time into important initiatives rather than man hours. I'm not saying your estimates or bad or that Basecamp is right, but just a different perspective to focusing time spent on updates/products.

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