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 7)
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on May 31, 2014

Great job, Frogboy! 

Can you tease with the bigger squads as well?

That particularly interests me

on May 31, 2014

Great work, as always!

I dont know a single company thats supporting its games as you are!

 

 

on May 31, 2014

Well, Triumph has been doing a pretty good job so far with AoW3.  But it is true, these two organisations are among the best.

on May 31, 2014

Very nice changes here, especially the Wildlands one since I love playing on the Wildlands map.

on May 31, 2014

Primal_Savage
Does that also fixes other upgrade lines?

Altar-Shrine-Temple

Quarry-Mine-Trove

Mine-Smelter-Foundry-IronWorks

AI will only build the bolded ones unless the resource/shard is within city walls.

This would explain a lot. I was wondering about this.

on May 31, 2014

Considering what's in this patch, I'd gladly pay the same money for it as for the Leader Pack DLC.

 

Great work so far! Looking forward to this one a lot! 

 

So much so that I'm scrapping my current game and waiting for this to come out before I start a new one.

on May 31, 2014


Wheeee! So the AI might build consulates after all, which would be pretty good for Undead I hope!

on Jun 01, 2014

Rotlung


Wheeee! So the AI might build consulates after all, which would be pretty good for Undead I hope!

Consulates are probably going to be nerfed...

 

on Jun 02, 2014

Leader Pack bought! Kind of liking that spider guy

Any info on the bigger squads yet?

on Jun 02, 2014

BTW As of Dead, they need one simple thing: some basic growth, when played by the AI!

on Jun 02, 2014

DsRaider


Quoting Primal_Savage, reply 88Does that also fixes other upgrade lines?

Altar-Shrine-Temple

Quarry-Mine-Trove

Mine-Smelter-Foundry-IronWorks

AI will only build the bolded ones unless the resource/shard is within city walls.

This would explain a lot. I was wondering about this.

 

@Frogboy - can you manage to squeeze this into 1.7 also?

on Jun 02, 2014

Just a quick note here, since you are looking at pathfinding.

Strategically, you can move a unit square by square until you run out of movement (this is fine).  However, tactically you are only able to 'click to move' once during an action, with your unit ending it's movement where you clicked.

Normally, this isn't a problem, but if there is 'inclement' terrain such as mud or fire, sometimes your unit chooses to move through the bad terrain instead of the perfectly obvious to a human 'safe' path.  I've had units get damaged a couple of times because of this, or pick up the 'mud' terrain effect even though they moved to a 'safe' square, hence being unable to move in future turns because of the mud.  Using 1.6 btw.

I realize that allowing a unit to move/click square by square during their tactical combat round until movement is exhausted is a big change which might take some time, but could you at least look at the pathfinding in tactical to see if an 'avoid bad terrain effects when possible' can be written in?

on Jun 02, 2014

tjashen
I realize that allowing a unit to move/click square by square during their tactical combat round until movement is exhausted is a big change which might take some time, but could you at least look at the pathfinding in tactical to see if an 'avoid bad terrain effects when possible' can be written in?

Even better would be a system like Fire Emblem. You could move a unit to a location as much as you want, but it wouldn't matter until you took an action with them (including passing or defending). I like the flexibility of moving around to test out the impact of a spell/AoE.

on Jun 02, 2014

Lord Reliant

Even better would be a system like Fire Emblem. You could move a unit to a location as much as you want, but it wouldn't matter until you took an action with them (including passing or defending).

 

+1.  I think the old Shining Force games had a similar system.  WASD ftw. ..Perhaps in Elemental 2015, now that we're getting a fixed camera??

 

*Addition

on Jun 03, 2014

abob101
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.

I just finished some testing, was trying to get the AI to use City Enchantments smarter. Unfortunately it seems strategic spells ignore ValueCalcWrappers.

Frogboy I would like to request the ability to add IsWorthy tags to strategic spells and city enchantments in particular please.

So I can do things like make them only cast certain spells on cities with a minimum amount of essence, maximimum amount of population, or only on certain city types.

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