v1.08 Friday Slipstream running post

V1.08 is up as well as v1.08B which turns on MP.  The MP version is only listed as "beta" because we want players to know that we're going to be adding AI players as an option in custom games which should be enabled in v1.09 (next week).

Here's a running tally of what we're tweaking for Friday's (today) update:

  1. NPC Recruiting behavior change better communicated
  2. Organized talent is being removed
  3. New talent: Green Thumb: +2 food per turn
  4. New talent: Wealthy: +1 gildar per turn
  5. More consistent starting resources
  6. Look at why custom made maps aren't showing up
  7. See about the tiny maps always being the default (I think it's a MP thing)
  8. Reduction of equipment costs in shops (the eco balance is the first step to having weapons and equipment more consistent in cost)
  9. Tweak of monster spawning
  10. Option for animation removal in tactical battles
  11. Pathfinding/Terrain tweak/fix
  12. Longbow costs 40 not 4 now.

 

44,055 views 93 replies
Reply #2 Top

So long, Organized!

Ye be not missed.

Reply #3 Top

Quoting Heavenfall, reply 2
So long, Organized!

Ye be not missed.
End of Heavenfall's quote

But!  But!  But!   Waaaahhh!!

Ok - so it was way overpowered.  I'll live without it.  :(

Reply #4 Top

Today? wow.. Thats fantastic. Even if you can manage only few points from that list. :) 

Reply #5 Top

Organized talent is being removed
End of quote

Looks like the Organized talent was too overpowered ...

 

Reply #6 Top



Organized talent is being removed

End of quote

:'(

Reply #7 Top

"The reduction of equiptment cost" and "option to turn off tactical animations" are the two I am most looking forward to on this list. I play on a "Marginal hardware platform" and can only play in cloth mode (which is quite fast) but tactical was real slow, now it will be much faster.

 

I always chcukled at the fact that I can train a party of Guards, all with leather and maces for about the same price as what it would cost to give one mace to my sovergn. You would think my guy could just go and take one of the guards if he wanted one :) As it stands all my heroes are running around naked because it is more efficient to buy a party of guards and have the heroes just stand in the back and cast spells, naked. I wonder if they get cold ever?

Reply #8 Top

i am not going to complain about that because i am assuming that this means that they are working on a way to improve the road system...right?

(plus i think i did enough complaining yesterday)

 

Reply #9 Top

More suggestions:

- Blizzard is a water spellbook spell, but the description says it's damage scales up with the number of AIR shrines the player controls.

- Lightning spell seems very weak compared to other direct damage spells - it only receives one extra damage per air shrine controlled(boulder for instance receives 12 extra damage per earth shrine)

- Cost of equipping a troop with longbow in unit creator is off - only costs 4 gold, while shortbow is... 30 or so i think.

Reply #10 Top

Quoting Heavenfall, reply 2
So long, Organized!

Ye be not missed.
End of Heavenfall's quote

Now just get rid of teleport and we'll have to actually think to play the game! :)

Reply #11 Top

New talent: Green Thumb: +2 food per turn
End of quote

excellent! my poor citizens are always vamished! :)

Reply #12 Top

Quoting Sythion, reply 10

Quoting Heavenfall, reply 2So long, Organized!

Ye be not missed.

Now just get rid of teleport and we'll have to actually think to play the game!
End of Sythion's quote

Maybe just tweak it a bit. Like, give purpose to the level 7 'teleport friends' spell by making the level 1/3 teleports only teleport the caster himself.

Reply #13 Top

Quoting Sythion, reply 10



Quoting Heavenfall,
reply 2
So long, Organized!

Ye be not missed.



Now just get rid of teleport and we'll have to actually think to play the game!
End of Sythion's quote

again.  DO. NOT. TOUCH. TELEPORT.  

unless you give us the ability to build roads.  getting around in this game is bad enough already (worse now that organized is getting axed and tile movement has been changed).  get rid of teleport and the name of this game becomes "elemental: war of turtles".

Reply #14 Top

Quoting thisisretarded, reply 13



Quoting Sythion,
reply 10



Quoting Heavenfall,
reply 2
So long, Organized!

Ye be not missed.



Now just get rid of teleport and we'll have to actually think to play the game!



again.  DO. NOT. TOUCH. TELEPORT.  

unless you give us the ability to build roads.  getting around in this game is bad enough already (worse now that organized is getting axed and tile movement has been changed).  get rid of teleport and the name of this game becomes "elemental: war of turtles".
End of thisisretarded's quote

We do have the ability to build roads, and the current game is "only need one stack and teleport aorund and win everything."

Reply #15 Top

just fix teleport to be - first spell (soverign only) and the researched spell soverign an army

 

yeh im not liking how hard it is to move around in this game -.-  every unit moves 1-2 tiles - no special units/spells to walk through terrain :(

 

Reply #16 Top

Quoting Sythion, reply 14


We do have the ability to build roads, and the current game is "only need one stack and teleport aorund and win everything."
End of Sythion's quote

We have the ability to "create" roads that the game places for us between two cities.  We cannot "build" roads where we want them.

Maybe the effects of Organized could be turned into a higher level spell which requires an enchantment slot?

Reply #17 Top

Quoting Sythion, reply 14


We do have the ability to build roads, and the current game is "only need one stack and teleport aorund and win everything."
End of Sythion's quote

 

no...no we really don't.  we have the ability to connect cities with slow moving caravans as long as they are not too far away or do not follow a complex route.   we do not have the ability to build roads to where WE want them to go. (shortcuts anyone?  is no one else annoyed by that?)

 

Stuie_acs beat me to it.

Reply #18 Top

Wow...yet another new patch!!! <3 the dev team!

Reply #19 Top

What's Green Thumb's +2 food per turn?  Does it mean you have the capacity to build two new houses in your kingdom/empire each turn?  Or does it mean something else? (because food use is currently finite with equivalent resources, it's not like gildar, materials, metal, DC and elementium which can be added to by picking up or linking resources and also potentially have positive, or in the case of gildar, negative, income per turn)

Best regards,
Steven. 

Reply #20 Top

Yes +2 food per turn. But since food isnt storeable it is equal to +2 Huts, placeable as you like. Or +2 Merchants.

Quite powerful to start with i think.

Reply #21 Top

Quoting Stuie_acs, reply 16



Quoting Sythion,
reply 14


We do have the ability to build roads, and the current game is "only need one stack and teleport aorund and win everything."



We have the ability to "create" roads that the game places for us between two cities.  We cannot "build" roads where we want them.

Maybe the effects of Organized could be turned into a higher level spell which requires an enchantment slot?
End of Stuie_acs's quote

That might be true. And it could be true that there needs to be another option to get around, but something needs to change about teleport. It is single-handedly making every game I play insanely easy. I am okay with it only working on the caster.

Reply #22 Top

Good stuff, but I will miss organized, now investing in movement is pointless. I know people thought it was OP, but it really helped the pace of the game IMHO. I feel like the this and the recent revision to terrain movement cost has drastically slowed the pace of this game, which makes it less fun, for me at least.

Reply #23 Top

Quoting StevenAus, reply 19
What's Green Thumb's +2 food per turn?  Does it mean you have the capacity to build two new houses in your kingdom/empire each turn?  Or does it mean something else? (because food use is currently finite with equivalent resources, it's not like gildar, meterials, metal, DC and elementium which can grow per turn and also potentially have positive, or in the case of gildar, negative, income)

Best regards,
Steven. 
End of StevenAus's quote

From what I understand each turn food is set to 0 then all your farms produce food XXX then you have the use of food -XXX for you cities = food amount shown 

 

Reply #24 Top

Awesome!

In regards to the removal of Organized, all we need are Champion Traits and Spells:

"Pathfinding" - Unit, and every unit stacked with it, treats all terrain types as roads (1/2 movement point) (but stack still has base movement points of slowest unit in group)

"Forced March" - All units in stack move at this unit's speed.

"Windwalking" - All units in stack move at this unit's speed and treat all terrain as 1 movement point.

 

Reply #25 Top

Organized going away..hmmmmm  

..

..

After a few minutes of thought, I think it's a good decision.