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madmac posted:Theocrats: You missed the thing that makes all your army into Holy Champions! It's not great late game but when you're clearing ruins it's absolutely fantastic. And it gives some resistance too.
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# ? Apr 24, 2014 14:58 |
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# ? May 4, 2024 22:07 |
Autsj posted:Overal I generally prefer a Druid hero over a Sorceror one. Druid's abilities might not look incredible but it has the arguably most important early game one in Fast Healing, and access to Volunteer is pretty nice too. Together with some decent spells and a longbow and the Druid is a solid early game hero. Sorc has easy access to +shock damage for the army and great spells. They often have stuff like that big heal and the -80% physical damage one, both of which are great. Also Warlords have poo poo ranged so that is a point against early, though as mentioned once a warlord gets leveled they are pretty beastly. Also the ranged thing is solved once you get a decent hero kill and can just ship him a proper ranged weapon.
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# ? Apr 24, 2014 15:08 |
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Taear posted:You missed the thing that makes all your army into Holy Champions! It's not great late game but when you're clearing ruins it's absolutely fantastic. And it gives some resistance too. Different lists! I already did leader skills, those are just the personal perks for the Theocrat. Theocrats are all-around pretty amazing stack leader heroes, and their personal skills are good for support, too. The only real knock against them is that their battlefield spells, like the Dreadnaught don't work as well when they're not the faction leader. quote:Euh... 1 air damage for your units or heal 6 extra hp each turn (again for all your units)- yeah 1 extra damage is nice, but really those abilities aren't even in the same league. I'd agree with this. Sorcerers are not very good leaders overall, Charged Army is nice but Master Illusionist costs way more points then anyone will ever spend and none of their other abilities are great. (+1 Resist, Dragon Slayer? Eh.) Druids are pretty far down the leader roster too but at least have Healing, Pathfinder, and Volunteer. Both Druids and Sorcerer Heroes shine most as spellcasters, though. On a side note, always take the active healing power for your heroes that have it. Not only is it free healing in battle but your hero will autocast it once every time you hit end turn to help heal up the stack.
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# ? Apr 24, 2014 15:09 |
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madmac posted:Pathfinder Pathfinder is only for the druid though, not their stack. Which I think makes it useless, but I guess if you use your guys on their own it'll be a bit different. I also find I rarely cast spells with my heroes so making them into a big spellcaster isn't that useful for me. It's quite a lot of turns (in the larger battles) before I run out of casting points.
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# ? Apr 24, 2014 15:26 |
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I'm going to have check Pathfinder when I get home. More importantly! Giant Beta Patch of Doom. quote:Please let us know what you think of these changes. If all goes to plan this beta patch will be applied officially next week. Our following focus will move to resolving additional multiplayer connection issues, improvements to localized text, and adding features requested by the community. We’ve are also working on some big new features for you, which enhance empire building and diplomacy.
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# ? Apr 24, 2014 19:38 |
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That is a sizeable patch full of good stuff. This is getting really impressive support, something a lot of studios don't do. Bravo Triumph.
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# ? Apr 24, 2014 20:16 |
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quote:Added keyboard shortcuts for next/previous city. Defaults bindings are “;” and “,”. GOTY 2014 Seriously, are there any devs for Triumph reading this thread? Great work, going to download the beta patch tonight.
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# ? Apr 24, 2014 20:27 |
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That is an amazing patch.
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# ? Apr 24, 2014 20:44 |
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So, can I just like, send you guys money directly or something? That is some seriously amazing work. Y'all are on top of things and kicking some serious rear end.
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# ? Apr 24, 2014 20:54 |
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Awesome patch. Why did you have to release this on the same day as Dark Souls 2 PC? You're killing me here.quote:Befriend Animal Ability now has Primary Effect Link Resist What does this even mean?
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# ? Apr 24, 2014 20:58 |
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Ojetor posted:What does this even mean? Yeah, some of the patch notes are a bit of a mess. There was a glitch where the game didn't display how strong the Befriend Animal ability is (like the damage type and strength), and it now does. Gyshall posted:Seriously, are there any devs for Triumph reading this thread?
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# ? Apr 24, 2014 21:04 |
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It says "eldridge horror" too, for shame! I'm not sure I like the changes but then I enjoy just using T4 units, so it probably wasn't aimed at me! I had noticed that underground entrances always seemed to be where players spawned though and now I might actually use underground! Any plans on making it so we can choose the size of the underground seperately from the land?
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# ? Apr 24, 2014 21:05 |
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Looks like a solid patch, increases the empire building aspect a bit, slows down general development and doesn't just hit T4s with the nerfbat. Really looking forward to trying it out, awesome Gerblyn and cohorts!
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# ? Apr 24, 2014 21:26 |
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Gerblyn posted:Yeah, some of the patch notes are a bit of a mess. There was a glitch where the game didn't display how strong the Befriend Animal ability is (like the damage type and strength), and it now does. Speaking of which: Is there any way to raise the chance of success on abilities like Smite? Raising a particular stat on my hero for example?
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# ? Apr 24, 2014 21:29 |
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Captain Oblivious posted:Speaking of which: Is there any way to raise the chance of success on abilities like Smite? Raising a particular stat on my hero for example? Reducing the enemy's resistance will make it work better. Get some debuffs going, if you have any.
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# ? Apr 24, 2014 21:31 |
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Wow that sure is a patch That's awesome
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# ? Apr 24, 2014 21:36 |
Captain Oblivious posted:Speaking of which: Is there any way to raise the chance of success on abilities like Smite? Raising a particular stat on my hero for example? Hitting enemies with stuff that hurts their resistance is the only way I've seen. Theocrat gets that city spell that gives -2(I think) to all enemies in the city radius and is actually really good. -2 res means convert and stuff like smite will work at full power more often.
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# ? Apr 24, 2014 21:37 |
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Am I blind, or am I missing any patch notes related to the loot types from lairs/etc? e: Also is there any way to adjust what's queued in a city? I often want to build a unit or something, but I have upgrades in the queue and the only way to get the unit first is manually cancel everything first, then rebuild it. I tried click and dragging, am I missing something obvious? victrix fucked around with this message at 22:05 on Apr 24, 2014 |
# ? Apr 24, 2014 22:02 |
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This is probably a weird question, but why isn't this game for sale at more stores online? The only place to get it is Steam or GOG, which is kind of unusual.
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# ? Apr 24, 2014 22:07 |
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EvilDrWong posted:Is Mana as a stockpilable economic resource necessary? The income part of it is fine, as a sort of "Here is how much you can use to maintain summons and enchantments", but the number to the left of your fat rear end +200 only ever seems to go up. Flinging spells around is limited by your hero's casting power anyway, and by the time your Summon Horned God is ready you've already stockpiled the cost plus some. Sure, you can drop like 4k someone to get them to open borders, but it's not really any sort of concession - You're not out anything since you tend to generate a lot more than you can spend in a turn, and honestly they don't really benefit from it either due to the limitation of casting power. In the older AoW games unit enchantment spells like Seeker and Fire Halo and so on were upkeepable spells - you could cast the out of combat, too, and they just took x mana from your stores per turn to keep active. Without those upkeep costs, I suppose the mana economy is out of whack, especially if you play a class like the dreadnought that doesn't rely on summons as much. Looks like the new balance patch tries to fix that. For the record, Gerblyn, I really would love to see enchantments work like that again - now the spell balance just feels off. You can only cast one spell per turn, so the buffs simply tend to fall into the never-used bin of spells when compared with the more powerful offensive spells. With the new mana storage caps I doubt that most players will be able to or even want to stack all the possible enchantments on their units anyhow. Also, I was thinking about disjunction - the AI is no longer quite as happy about dispelling a player's city/global enchantments, but in some situations (like, say, when it can only see a few of your cities) where it just keeps on doing that. Also, some of the top-tier global enchants are literally game enders enough that human players WILL do their best to disjunct them. I was thinking about making it harder to dispel active spells, not by nerfing disjunct, but adding a counter-counterspell mechanic. Basically, there'd be a new building type added in, likely requiring a Laboratory or an Observatory as a prerequisite - the Mana Coil. The idea is that a Mana Coil has a charge bar that fills up by +x% charge overtime, to a maximum of 100%. The owner of the Mana Coil could also 'jump-start' the coil by simply paying mana to be charged into it. When someone attempts to disjunct an active city enchantment on a city with Mana Coil, the Disjunction would simply have a failure chance based on the charge in the Mana Coil - and a successful 'counterspell' on the part of the Mana Coil would drain charge from the Coil itself. The more powerful the spell 'defended' by the Coil, the larger the amount of charge expended. This way, disjunction would become less reliable, while still being viable - if you absolutely want to neutralize a protected spell, you can still brute-force a successful disjunct with multiple castings (or concerted effort from multiple players) with an increased chance of success for each successive casting. At the same time, more importantly, it makes the defending player feel like he can actually influence the conflict - Really want to make sure your Mana Fuel Cells keeps active? Keep on pumping mana into that Coil. There could also be a 'global' version of the Coil, a Spell Nexus - this'd be a (rare) separate map site, like, say a Heart of the Whatever are. Same mechanic, a constant turn-based charge with the option to pump mana into the structure to empower it (like the elemental temples in Age of Wonders 1) that'd protect the global enchantments of the player in control of the structure.
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# ? Apr 24, 2014 22:48 |
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Where is the best place to report bugs for this game? On the latest beta patch: Some of those skills have no Turn requirement. I clicked Warfare and it instantly trained the skill for me. edit: This was turn 1 of a brand new game for me Gerblyn posted:Yeah, some of the patch notes are a bit of a mess. There was a glitch where the game didn't display how strong the Befriend Animal ability is (like the damage type and strength), and it now does. Awesome. You guys are awesome because those patch notes are awesome (taking into account feedback) and the fact that you support borderless fullscreen out of the box. Also I can't seem to get any decent Antialiasing for this game at all. Here be my computer specs.
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# ? Apr 24, 2014 23:22 |
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So the AI might leave the walls in the tactical game. Any plans to have it leave its walls in the strategic game? Seriously, playing a large random map for hours just to find the last two AI are glued together stacking units and not actually fighting is such a huge anti-climactic disappointment. Those patch notes read like a lot of bandaids on the compound fracture that is the sporadically functional strategic AI. All of your design "problems" come back to it: people are able to mass Tier 4 units because the AI isn't aggressive enough. People are able to mass silly amounts of mana because the AI isn't aggressive enough. Tiers 1-3 don't see enough use because the AI isn't aggressive enough. The AI seems to work well enough in the campaign, either because it's highly scripted or has such hilarious advantages that the switch that causes it to leave its domain gets flipped. But outside of the campaign it seems like any vaguely competent player causes the AI to poo poo itself, raze all its cities, and go turtle in its base. I'd love to see simulations of 4 equal-level AIs play the game. I legitimately believe it might not ever end.
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# ? Apr 24, 2014 23:38 |
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Gyshall: You probably picked up a lump-sum research point reward from the map. That's expected behavior if you have enough research points to finish up a skill from scratch in less than a turn.
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# ? Apr 24, 2014 23:55 |
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Reiterpallasch posted:Gyshall: You probably picked up a lump-sum research point reward from the map. That's expected behavior if you have enough research points to finish up a skill from scratch in less than a turn. Thanks - still learning the ins and outs of this game.
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# ? Apr 25, 2014 00:17 |
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Just as a general comment, I want to say I really appreciate the devs having the courage to make serious systemic changes to the core gameplay. A lot of devs are resistant to doing so (assuming they even support the game post launch!). The finest games come from relentless iteration and ruthless trimming of Stuff That Sucks. I'll go back to nitpicking features now.
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# ? Apr 25, 2014 00:52 |
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Concerning the issue of surplus mana, are the developers certain it is an issue with mana production rather than terraforming? From playing the game, terraforming is an obvious mana sink. However, it requires a randomly available technology. The interface itself is rather tedious requiring the player to repeatedly click each individual hexagon. A potential solution would be make the technology available from the start and improve the interface to allow "click and drag" selection of an area.
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# ? Apr 25, 2014 02:33 |
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I have never even used terraforming. What benefits/strategies does it offer?
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# ? Apr 25, 2014 03:16 |
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Increasing city happiness for better production bonuses, giving your enemies hated terrain to fight on, making tough terrain to move through except by your main race are the three I use it for.
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# ? Apr 25, 2014 03:19 |
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SilverMike posted:Increasing city happiness for better production bonuses, giving your enemies hated terrain to fight on, making tough terrain to move through except by your main race are the three I use it for. To clarify, the morale boost caps out at a 50% bonus to gold, mana, production, research, and growth produced by the city.
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# ? Apr 25, 2014 03:34 |
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I am considering getting the game soon. If I don't have much interest in multiplayer and would like to play the campaign, should I opt in for the beta patch?
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# ? Apr 25, 2014 04:01 |
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Unlucky7 posted:I am considering getting the game soon. If I don't have much interest in multiplayer and would like to play the campaign, should I opt in for the beta patch? I'd go ahead and do it - chances are major bugs will be stamped out pretty quickly, and you'll probably not want to learn the game using a balance that's going to be completely obsoleted when the patch comes out.
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# ? Apr 25, 2014 04:08 |
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I would not. The game is great as is and they're just tweaking some end game economy issues that you may never encounter depending on your playstyle. The last patch actually fixed things for the most part.
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# ? Apr 25, 2014 04:12 |
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You want the beta patch becausequote:Campaign: All heroes and leaders will have Resurgence, allowing them to return from the dead if their side wins the battle.
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# ? Apr 25, 2014 04:18 |
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Eh - if there's ever a situation where tier 4 spam is a serious problem, especially for new players who are slower and less rushy than experienced ones, it's the campaign where the AI usually starts with a relatively huge empire compared to you. Anything that reduces the chance of, and lethality of, AI t4 spam in the campaign is a net positive. Plus, the patch fixes a huge amount of other issues too - such as the hero level cap, chaos rift/vengeful vines AI, trebuchet abuse, and so on.Gwyrgyn Blood posted:You want the beta patch because Also this - resurgence heroes will make things sooo much nicer. In random maps you can rez hero at least, or just replace them. In the campaign resurgence will keep you sane. Despite the mana nerfs, I'm pretty happy about the dramatically decreased initial casting costs on enchantments - It's going to make them so much more viable to cast without a huge amount of casting points, and will simultaneously make building mana generating buildings past shrine more important. Now we just need global unit enchants . Wolpertinger fucked around with this message at 04:27 on Apr 25, 2014 |
# ? Apr 25, 2014 04:19 |
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If I can ask a cheevo question, what does the Master of the Unknown (win a random scenario) refer to exactly? I don't see a way to start a random scenario? Unless it means random map, but I've already done a bunch of those.
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# ? Apr 25, 2014 04:47 |
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victrix posted:Just as a general comment, I want to say I really appreciate the devs having the courage to make serious systemic changes to the core gameplay. A lot of devs are resistant to doing so (assuming they even support the game post launch!). Adding Things That Are Good is pretty great and they are doing that as well!
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# ? Apr 25, 2014 05:24 |
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That's a great patch, especially the change to campaign heroes!
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# ? Apr 25, 2014 05:28 |
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Random thought - don't allow more than one hero in the same hex. Would solve potential and current spell spam problems, as well as a new issue with Resurgence - notably that a stack of all heroes is now the most resilient and dangerous army you can use. Also solves 'who is the leader' issues. Wolpertinger posted:Now we just need global unit enchants . I'd actually rather not see that happen, just because I've never seen any sort of AI that handles super enchanted units well. It either doesn't use its own effectively, or fails to neuter yours, and the end result is that super enchanted doom stacks become even more lethal. This snowballs when you use said stack to chain clear ruins quickly, and it levels up and gets even more powerful. Now, army enchants on the other hand, of which you could only choose one per army stack, with significant mana upkeeps, that I could get behind... e: To be clear, the concept of an army would be tied to a leading hero, and cast on a leading hero. If they were limited to one per hex, that would fix any weirdness with stack splitting etc. victrix fucked around with this message at 05:37 on Apr 25, 2014 |
# ? Apr 25, 2014 05:35 |
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victrix posted:Random thought - don't allow more than one hero in the same hex. An army enchant is an interesting idea - simple unlimited duration buff spells like Bless, etc. Let them be cast both in and out of combat, but casting a new one in combat will overwrite the old one. Leave the more interesting/powerful single target buffs alone. I'm not sure it'd be better than just having individual unit buffs with a very high upkeep cost though. When stacked with the increased upkeep costs of global enchants, that would make it way too inefficient to stack tons of buffs on all your units.
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# ? Apr 25, 2014 05:54 |
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# ? May 4, 2024 22:07 |
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I'm absolutely loving the game. The only thing I could really ask for is some sort of Adept/Mastery spec based around Blight/Undeath, or some reduction of blight resistance. I mostly play goblins and while the blight vulnerability is great, most of it falls flat on blight-immune creatures (ex. Plague Doctors can't even attack and thus can't apply their debuffs on things that are blight immune). edit: Some sort of way to prevent being spawned in terrain that your faction hates would also be great.
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# ? Apr 25, 2014 07:42 |