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Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

madmac posted:

Theocrats:

Healing
Undead Slayer
Monster Slayer
Strong Will
Cure Disease
Touch of Faith
Turn Undead
Break Control
Convert
Convert Undead
Absorb Pain

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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Nuclearmonkee
Jun 10, 2009


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.

Meanwhile the only thing the Sorceror really has going for it are its spells, which with the skillpoints required doesn't really come into its own until the lategame - when you're hardly lacking gamebreaking options anyway - leaving you with a very vulnerable hero until then.

I just find that early to mid game advantages tend to count for more.

The Rogue I find particularly awesome, good army skills, potentially one of the strongest melee heroes and it has access to two great spells: Blind and Mass Panic can be absolutely monstorous while not requiring too much investment in spellcasting.

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.

madmac
Jun 22, 2010

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'm not saying the Sorceror doesn't have a few cool abilities, stun touch is pretty sweet for example, they're just not comparable to its spellcasting and don't have the snowballing effect on your development like access to extra healing and volunteer do.

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.

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

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.

madmac
Jun 22, 2010
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.

- The Team @ Triumph Studios.

How to switch to the beta patch:
1. Right Click ‘Age of Wonders 3′ in your Steam Library and select ‘Properties’ from the menu that appears.
2. Select the ‘BETAS’ tab in the ‘Properties’ window.
3. Set the top most combobox to ‘patch_v1.092_beta’.
4. Close the ‘Properties’ window.

Or – thanks to iHunterKiller – see: http://www.youtube.com/watch?v=Fdej8kmdB3Q

If a beta patch is not your thing, no worries. As soon as we are happy with the beta patch we’ll make this available to everyone as an automatic update in Steam.

Change Log:

To prevent Players from rushing to and mass producing T4 units:
Add an additional city upgrades that act as prerequisites for class T3 and T4 unit production.
Also added additional city upgrades for classes without class specific T3 and T4 units that can be build in cities, to maintain cross class balance.
• Added new Arch Druid city upgrade “Henge”. This city upgrade gives an additional +5 production. This upgrade requires the Arch Druid’s Dolmen.
• Added new Arch Druid city upgrade “Megalith”. This city upgrade increases Mana Capacity by +100, allowing you to store more mana. This upgrade requires the Henge.
• Added new Dreadnought city upgrade “Blast Furnace” which is needed to produce the Cannon unit. This city upgrade also gives an additional +5 production. This upgrade requires the Dreadnought’s Foundry.
• Added new Dreadnought city upgrade “Juggernaut Factory” which is needed to produce the Juggernaut unit. This city upgrade also heals garrisoned machine units. This upgrade requires the Blast Furnace.
• Added new Rogue city upgrade “Planar Gate” which is needed to produce the Shadow Stalker unit. This city upgrade generates an additional +5 mana. This upgrade requires the Rogue’s Palace.
• Added new Rogue city upgrade “Shrouded Altar”. Monster units produced at this city gain an additional medal Rank. This upgrade requires the Planar Gate.
• Added new Sorcerer city upgrade “Mana Vault”. This city upgrade increases Mana Capacity by +100, allowing you to store more mana. This upgrade requires the Sorcerer’s Conflux.
• Added new Sorcerer city upgrade “Wizard’s Academy”. This city upgrade gives an additional +5 Research. This upgrade requires the Mana Vault.
• Added new Theocrat city upgrade “Celestial Chamber” which is needed to produce the Exalted units. This city upgrads also gives an additional +100 happiness. This upgrade requires the Theocrat’s Conclave.
• Added new Theocrat city upgrade “Holy of Holies” which is needed to produce the Shrine of Smiting. Also increases Mana Capacity by +100, allowing you to store more mana. This upgrade requires the Celestial Chamber.
• Added new Warlord city upgrade “Gladiator Pit” which is needed to produce the Blood Phalanx and Warbreed units. This city upgrade also gives an additional +100 happiness. This upgrade requires the Warlord’s Command.
• Added new Warlord city upgrade “Manticore Lair” which is needed to produce the Manticore Rider unit. This city upgrade also gives an additional +5 Reasearch. This upgrade requires the Gladiator Pit.

Reduce the need to rush for T4.
Reduce AoE bust damage for T4 units and reduce protective abilities to make them easier to counter when used without support.
• The Shrine of Smiting now has 20% Fire Weakness.
• The Juggernaut’s Fire Mortar ability now starts on cool down, Fire Broadside now does 25 physical – was 30 – and Fire Mortar now does 18 physical, 18 fire – was 20 physical, 20 fire.
• The Eldridge Horror now has Mind Control Immunity and 60% Spirit Protection, instead of Strong Will.
• The Horned God now has 20% Blight Weakness and it’s Call Lightning ability starts on cool down, now has cool down of 1 – was 2 – is a Full action – was single action. The damage amount not being displayed in game was also fixed.

To prevent the AI Player from rushing to T4 units:
• Changed research priorities to reduce AI rushing up the unit tech-tree.

To extend the duration of the mid game. I.e. the period focused on T2-3 unit production.
Reduce the city growth speed.
• Changed population growth for cities to 250 – was 300.
• Changed required population for a City to 12000 – was 10000.
• Changed starting population for a City to 14000 – was 11000.
• Changed rebel spawn population loss for a City to 3500 – was 2750.
• Changed rebel spawn population requirement for a City to 7000 – was 5500.
• Changed required population for a Metropolis to 22000 – was 18000.
• Changed starting population for a Metropolis to 24000 – was 20000.
• Changed rebel spawn population loss for a Metropolis to 6000 – was 5000.
• Changed rebel spawn population requirement for a Metropolis to 11000 – was 10000.
• Changed rebel spawn population requirement for a Metropolis to 11000 – was 10000.
Reduce city production.
• Changed the production value of the Siege Workshop to 10 – was 20.
• Changed the production value of the Master Guild to 15 – was 20.

Lower income where needed – focusing on Mana – to prevent surplus mana.
• Reduce frequency of occurrence of mana generating structures on RMG maps as a factor of distance from Player’s starting positions.

Reduce mass City Founding.
Producing settlers now stagnates city growth, making it more of a choice in the early game.
• Changed cost for the Pioneer: Gold cost 200 – was 150 – Population cost 2000 – was 750 – Recruit cost 400 – was 300.

Reduce surplus mana.
Tests in the office showed that play style was a large factor in the reported mana surplus issue. To prevent issues with superfluous mana, while not impacting players with a more exploration, expansion or magic based play style.
• Players can now hold a limited amount of mana at once. A player can hold 500 mana, researching a casting point skill or building a great temple will increase mana cap by 100.

To increase the mana spend on spells we’ve reduced the casting cost of maintained spells – to make them more worthwhile to cast – while increasing the maintenance cost – to make which spells to maintain a more deliberate decision.
• Changed the cost of the Arch Druid’s ‘One with the Elements’ to maintenance 10 – was maintenance 6.
• Changed the cost of the Arch Druid’s ‘Fertile Domain’ to cast 40, maintenance 20 – was cast 60, maintenance 9.
• Changed the cost of the Arch Druid’s ‘Insect Plague’ to cast 60, maintenance 20 – was cast 80, maintenance 9.
• Changed the cost of the Arch Druid’s ‘Poison Domain’ to cast 100, maintenance 30 – was cast 140, maintenance 16.
• Changed the cost of the Arch Druid’s ‘Thorn Hedge Walls’ to cast 120, maintenance 30 – was cast 180, maintenance 18.
• Changed the cost of the Arch Druid’s ‘Nature’s Eyes’ to cast 80, maintenance 40 – was cast 120, maintenance 12.
• Changed the cost of the Dreadnought’s ‘Suppress Nature’ to cast 100, maintenance 40 – was cast 140, maintenance 16.
• Changed the cost of the Dreadnought’s ‘Dragon Oil’ to cast 120, maintenance 30 – was cast 180, maintenance 20.
• Changed the cost of the Dreadnought’s ‘Great Mobilization’ to maintenance 80 – was maintenance 64.
• Changed the cost of the Rogue’s ‘Poison Mastery’ to cast 50, maintenance 20 – was cast 60, maintenance 8.
• Changed the cost of the Rogue’s ‘Iron Grip’ to cast 40, maintenance 20 – was cast 70, maintenance 9.
• Changed the cost of the Rogue’s Treasure Raiding to cast 60 – was cast 80.
• Changed the cost of the Rogue’s ‘Incite Revolt’ to cast 60, maintenance 40 – was cast 100, maintenance 15.
• Changed the cost of the Rogue’s ‘Corpse Looting’ to cast 60, maintenance 15 – was cast 100, maintenance 12.
• Changed the cost of the Rogue’s ‘Network of Scrying Eyes’ to cast 60, maintenance 20 – was cast 100, maintenance 12.
• Changed the cost of the Rogue’s ‘Spy Network’ to cast 150, maintenance 50 – was cast 300, maintenance 36.
• Changed the cost of the Rogue’s ‘Night Wish’ to cast 100, maintenance 20 – was cast 180, maintenance 18.
• Changed the cost of the Rogue’s ‘Age of Deception’ to maintenance 80 – was maintenance 64.
• Changed the cost of the Sorcerer’s ‘Glyphs of Warding’ to cast 40, maintenance 15 – was cast 60, maintenance 5.
• Changed the cost of the Sorcerer’s ‘Dread Omen’ to cast 60, maintenance 40 – was cast 90, maintenance 9.
• Changed the cost of the Sorcerer’s ‘Dome of Protection’ to cast 100, maintenance 20 – was cast 120, maintenance 12.
• Changed the cost of the Sorcerer’s ‘Enchanted Walls’ to cast 120, maintenance 30 – was cast 180, maintenance 18.
• Changed the cost of the Sorcerer’s ‘Summoner’s Aura’ to cast 100, maintenance 20 – was cast 120, maintenance 12.
• Changed the cost of the Sorcerer’s ‘Age of magic’ to maintenance 80 – was maintenance 64.
• Changed the cost of the Theocrat’s ‘Beacon of Faith’ to cast 50, maintenance 10 – was cast 90, maintenance 9.
• Changed the cost of the Theocrat’s ‘Paid Absolution’ to cast 80, maintenance 20 – was cast 100, maintenance 9.
• Changed the cost of the Theocrat’s ‘Prayer for the Hurt’ to cast 100, maintenance 30 – was cast 150, maintenance 15.
• Changed the cost of the Theocrat’s ‘Sanctified Sites’ to cast 100, maintenance 30 – was cast 160, maintenance 12.
• Changed the cost of the Theocrat’s ‘Denounce City’ to maintenance 20 – was maintenance 16.
• Changed the cost of the Theocrat’s ‘Hallowed Domain’ to cast 100, maintenance 20 – was cast 120, maintenance 12.
• Changed the cost of the Theocrat’s ‘Great Purge’ to cast 100, maintenance 40 – was cast 300, maintenance 32.
• Changed the cost of the Theocrat’s ‘Armageddon’ maintenance 64 – was maintenance 80.
• Changed the cost of the Warlord’s ‘Authority of the Sword’ to maintenance 5 – was maintenance 6.
• Changed the cost of the Warlord’s ‘Dread Siege’ to cast 60, maintenance 30 – was cast 80, maintenance 9.
• Changed the cost of the Warlord’s ‘Inspire Loyalty’ to maintenance 20 – was maintenance 15.
• Changed the cost of the Warlord’s ‘The Draft’ to cast 120, maintenance 30 – was cast 160, maintenance 18.
• Changed the cost of the Warlord’s ‘Conqueror’s Feast’ to cast 120, maintenance 40 – was cast 240, maintenance 24.
• Changed the cost of the Warlord’s ‘Hero Slaying’ to maintenance 30 – was maintenance 24.
• Changed the cost of the Warlord’s ‘Global Assault’ to maintenance 80 – was maintenance 64.
• Changed the cost of the Air Adept’s ‘Domain of Winter’ to cast 60, maintenance 20 – was cast 80, maintenance 12.
• Changed the cost of the Air Master’s ‘Arctic Empire’ to cast 80, maintenance 40 – was cast 100, maintenance 12.
• Changed the cost of the Earth Adept’s ‘Domain of Earth’ to cast 60, maintenance 20 – was cast 80, maintenance 12.
• Changed the cost of the Fire Adept’s ‘Domain of the Sun’ to cast 60, maintenance 20 – was cast 80, maintenance 12.
• Changed the cost of the Fire Master’s ‘Tropical Empire’ to cast 80, maintenance 40 – was cast 100, maintenance 12.
• Changed the cost of the Creation Adept’s ‘Domain of Life’ to cast 60, maintenance 20 – was cast 80, maintenance 12.
• Changed the cost of the Creation Master’s ‘Temperate Empire’ to cast 80, maintenance 40 – was cast 100, maintenance 12.
• Changed the cost of the Destruction Adept’s ‘Scorched Earth’ to cast 40, maintenance 15 – was cast 60, maintenance 9.
• Changed the cost of the Destruction Adept’s ‘Domain of Corruption’ to cast 60, maintenance 20 – was cast 80, maintenance 12.
• Changed the cost of the Destruction Master’s ‘Blight Empire’ to cast 80, maintenance 40 – was cast 100, maintenance 12.

Reduce the period of unhindered early game expansion in Random Maps
• The distance between player start positions now take into account the amount of players with regards to map size. Few players on a large map will result in a significant nearer distance. Likewise, many players on a smaller map will result in a slightly larger distance.

Made Random XL maps more closely follow the setup of other maps
• XL map feature distribution now more closely resembles the smaller maps.

Other Balance Fixes
• Berserkers: Removed Martial Arts as a level up reward, they now get the Tireless ability
• Rogue Infiltration squad Hero Upgrade now filters on Machines
• Rust Strike can’t be used twice on same unit anymore.
• Order of Healing now gives correct Healing Ability
• Suppress nature negates the effects of Domain of … spells
• Units can now attack an enemy after using Sprint.
• Dwarf Hunter base hp 35 – was 40
• Yeti now has Regeneration
• Befriend Animal Ability now has Primary Effect Link Resist
• The Explorer’s Skill Trail Running move bonus was changed to +8 – was +12
• Theocrat Exalted hp set to 50 – was 55 – and no heal ability on levelling.
• Sabotage is now a type ‘Touch’ ability – was Melee
• Dwarf first born now has Mind Control Immunity – was Strong Will
• Heal Ability now has a Cooldown of 2 – was 1
• Throw Curse now has a Cooldown of 1 turn – was 0
• Sorcerer Chaos rift now costs 70 – was 50
• Shrine of Smiting now has Ram (was Melee Strike)
• ArchDruid Summon Beast Horde now summons Blight Tusk Boars, Bleak Wargs, Dread Spider Babies, Hunter Spider Babies, Vampire Spider Babies and Dire Penguins.
• Sprint now has a cooldown of 3. Units may now attack after using sprint.
• Trebuchet and Giant Hurl Boulder ability now requires 3 action points to use
• Graphics
• Fixed an issue where the Node Serpent’s death animation glitched when hit by ‘Huge’ attacks, such as the Hellfire spell.
• Fixed an issue where some structures – e.g. hasteberries – showed an incorrect state after loading a save game.

New Features
• Improved VPN support to local multiplayer.
• Added a new advanced game option to give all leaders and heroes Resurgence, this is disabled by default
• Campaign: All heroes and leaders will have Resurgence, allowing them to return from the dead if their side wins the battle. This is disabled in “Hard” mode.
• Campaign: Implemented named saves when a campaign scenario is won
• Added tier level to unit info, allowing preview of the tier level in the city production panel in both the popup and the unit panel.
• Added an overlay image for items being couriered
• Added keyboard shortcuts for next/previous city. Defaults bindings are “;” and “,”.

Interface Fixes
• Fixed an interface dead state for the item forge by closing the interface when the city is deselected.
• Fixed an interface dead state in the Tome of Wonders after combat was completed.
• Fixed a glitch so spell icons now no longer go beyond the bounds of the overview panel.
• Fixed a bug where the vision fog area on the mini-map did not match the actual vision fog area on the world map.
• Fixed a bug where dwelling icons in the Tome of Wonders were not refreshing.
• Added a ‘Save Game’ and an ‘Exit Game’ button in the player disconnect window.
• Fixed an issue where the damage values in the abilities list would disappear after changing tabs.
• Fixed a bug where the icons in the dragon dwelling text in the Tome of Wonders were clipped in-correctly.
• Fixed the French tool-tip for “order of sacred support”.
• Localized the report feedback button.
• Fixed an issue where tooltips would remain visible in Tactical Combat
• Improved the scrollbar: holding the mouse down on the buttons now keeps scrolling and the scrollbar in the tome of wonders now also support scrolling by clicking on the scrollbar background.
• Enabled word cutoff for tabs, fixes an issue in polish where the custom leader tab would have text overflowing
• Fixed an issue in the key binding screen where the entire row would receive input.
• Fixed an issue that caused problems with the vertical alignment of the text on combo-boxes
• Fixed a bug where multiline quest headers would be unreadable due to wrong vertical alignment
• Enabled double clicking to confirm in the Lobby screens
• Fixed an issue where the icons in the overview panel weren’t clipped correctly when opening the overview directly from diplomacy
• Fixed the leader death glow – star night sky – in diplomacy
• Fixed an issue where the small quest dialogs would use the large dialog hit boxes
• Fixed an issue where the events would slide in again after a resize of the screen
• Fixed an issue where the decorations on the hero join panel weren’t clipped correctly
• Added a close button to the “item has arrived” event panel
• Translated the close button on the refugee camp event panel
• Fixed an issue where replacing selected text was impossible if the text was already at max length
• Fixed an issue where the dwelling icon wouldn’t render in the Tome of Wonders
• Enlarged the textfield of the target text to fix a bug in Russian where the text would be cut off.
• Enlarge the textfield of the “Search local” text to fix a bug in Russian where the text would be cut off.
• The save and load menu cannot be opened anymore when the new turn panel is opened. This fixed unresponsiveness of the game in this instance.
• When the reward from a dwelling opened up and a battle interrupted this screen, the reward was lost. The reward screen now re-opens after the battle has finished.
• Fixed an issue with the courier items screen: the hero icons would not show up when sending a second item right after sending the first.

Audio Fixes
• Added multichannel (i.e. 5.1) audio support.
• Fixed an issue preventing ambient sound from being enabled when leaving the diplomacy screen
• Fixed an issue with event sounds being audible for all players.
• Changed new turn sound trigger to new turn instead of end turn, allows players to hear when it’s their turn in hot seat.

Random Map Fixes
• Fixed an issue where water structures were able to be generated on river hexes, thereby blocking ships
• Fixed a bug in the ‘Land’ type maps where the map edges were temperate fertile instead of the intended terrain
• Mini-expansion player site which is generated for each player starting position has been moved from ~6 hex to ~8 hex distance from starting location.
• Fixed a bug in underground where cave exits were only being generated near player spawn area, and never on a more global level.
• Fixed a bug in the ‘Land’ type random map where Monster Dens and Haunted Boneyards were never being generated.
• Fixed a bug in the Underground where too many unit spawning structures were being generated.
• Increased chances of Haunted Boneyards being created instead of Brigand Hideouts and Monster Dens
• Fixed a clustering issue with unit spawning structures; they should be spaced out more now.
• Slightly increased chances of Flow Rock Quarry and Trading Posts being generated at expansion sites, instead of tier 1 structures like gold mines and mana nodes.

Map Specific Fixes
• Campaign: Fixed various issues with ‘capture’ quests.
• Campaign: Fixed a crash when retreating heroes and leaders from campaign battles.
• Campaign: Fixed the level cap in the campaign maps.
• 4th Elven Court map: Fixed an issue where Bormac was set loose by AI.
• 4th Commonwealth map: Prevented a situation where you could kill Carishar without it triggering your victory.
• One of the last Commonwealth map: Fixed the ‘Help the Dwarves’ and ‘Slay the Frost Dragon’ quests, they did not always trigger correctly.
• The last Elven Court maps: Made sure fairies spawned correctly in one of the final Elven Court maps, provided you had done the necessary quest in an earlier scenario.
• Taming of the Great Khan: Quests now give the intended rewards.
• Elven Resurgence: Removed the defenders from player 2′s heart of blight.
• Elven Resurgence: Reduced Player 1′s starting units, to match the strength of the other players.
• Elven Resurgence: Increased the gold income for players 3, 5 and 6, , to match the income the other players.

General Fixes
• The game doesn’t crash anymore when a hatched egg of a dead hero is selected.
• The game doesn’t crash anymore when a game is loaded which was saved before patch v1.09 in which an egg had just hatched.
• The game doesn’t crash anymore when an item is sent to a hero who just died.
• Changed allied victory so only human players need an alliance to all other players
• “Research Not Set” event is now also shown when research pickup is used or when vault of knowledge is cleared
• Fixed issue where empire morale would not be used in TC
• Fixed issue with throne tooltip showing incorrect owning player
• Fixed a bug where seasoned achievement was not properly applied when a unit would gain a level in TC
• Fixed treasure raider achievement
• Fixed issue where structure’s random defender strength was not resolved during activation resulted in out of syncs on user made maps
• Fixed issue where quest would not correctly have their rewards set
• Fixed hot seat issue where an AI player would not correctly end turn when it had won/lost
• Fixed auto combat crash
• Fixed bug in AI trade analyzer code
• Made cities way more valuable in trades
• AI will no longer trade its throne city
• AI will not trade accept cities from the other player when at war, because these are to easy to recapture
• Fixed issue bug where quests were given when a player was at war with the city
• Fixed players being able to build cities and fortress on top of map hazards, such as briar patches and cobwebs
• Strategic AI will no longer build a settler if doing so would cause a city to become underpopulated.
• Fixed issues where the the AI would wait behind city walls while player killed it with spells and long range weapons
• Tactical AI will no longer spam dispel on abilities bestowed by structures on the world map
• Fixed issue in classic turns which caused turn order to be handled incorrectly in some cases, when a player is defeated.
• The AI will no longer target concealed stacks with damage spells on the strategic map
• Fixed camera controls being affected by tactical battle speed up
• Fixed certain structures still giving income to cities when occupied by enemy armies
• Fixed a crash occurring when an item is traded and the item owner died before the trade was resolved.
• Fixed an input control issue to allow 3rd party software to map gamepad button.
• Fixed an issue where second player of classic turn MP game would get a new hero every time you load a save file.
• Fixed an out of sync issue with the Freeze Water spell.
• Fixed a bug where disabling the ‘Remember Password’ check-box didn’t have any effect the next time the launcher was started.
• Play as guest check-box is now remembered for the next time that the launcher is started. This also ensures initial settings – e.g. graphics settings – are taken from the Guest profile, preventing players that only played as ‘Guest’ from having their settings be reverted to default settings..
• Fixed minor issue for players with a ‘.’ (dot) character as the final character of their account name.
• When the profile data is corrupted then the user will be notified when launching the game.
• Fixed a crash for players that are loading corrupted save games.
• Player now gets a notification when the connection to the server is lost.
• Fixed a mouse clipping issue that sometimes occurs when having multiple monitors.
• Fixed issues with camera clipping through floor in tactical maps
• Fixed issues with camera bounding area being to small or to large for tactical maps
• Fixed various graphical issues in tactical maps
• Fixed an issue where units could stand on hexes surrounded by blocking obstacles in tactical battles
• Adjusted Line of Sight settings for various objects on tactical maps
• Fixed an issue with auto-move which could cause the game to crash on pressing the end turn button.
• Fixed an issue with custom hero names not showing up properly in the event that shows up when an egg hatches.
• Fixed an exploit where concealed units in a visible stack could be found through the morale tooltip.
• The statistic screen now shows data of the last turn – the one that’s selected – correctly.
• Fixed an issue with the select next hero shortcut: the hero now gets selected instead of the city when the hero is standing on a city.
• Fixed a bug with the cycling through the heroes when the player first selects a hero stack with the mouse.
.

Carnalfex
Jul 18, 2007
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.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

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.

KnoxZone
Jan 27, 2007

If I die before I Wake, I pray the Lord my soul to take.
That is an amazing patch.

Arrrthritis
May 31, 2007

I don't care if you're a star, the moon, or the whole damn sky, you need to come back down to earth and remember where you came from
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.

Ojetor
Aug 4, 2010

Return of the Sensei

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?

Gerblyn
Apr 4, 2007

"TO BATTLE!"
Fun Shoe

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?

:tipshat:

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!
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?

Autsj
Nov 9, 2011
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!

Captain Oblivious
Oct 12, 2007

I'm not like other posters

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.


:tipshat:

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?

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

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.

Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.
Wow that sure is a patch :stare: That's awesome

Nuclearmonkee
Jun 10, 2009


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.

victrix
Oct 30, 2007


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

MinionOfCthulhu
Oct 28, 2005

I got this title for free due to my proximity to an idiot who wanted to save $5 on an avatar by having someone else spend $9.95 instead.
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.

Drake_263
Mar 31, 2010

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.

Maybe I'm horrible at the game and play too slow, or maybe the One True Way is city founding off; It just seems like it's not useful in the same way gold is. Am I wrong? Does 101,549 (+323) serve a purpose?

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.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
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.


:tipshat:

:tipshat: 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.

boho
Oct 4, 2011

on fire and loving it
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.

Reiterpallasch
Nov 3, 2010



Fun Shoe
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.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

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.

victrix
Oct 30, 2007


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.

Merry Magpie
Jan 8, 2012

A superstitious cowardly lot.
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.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
I have never even used terraforming. What benefits/strategies does it offer?

SilverMike
Sep 17, 2007

TBD


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.

Merry Magpie
Jan 8, 2012

A superstitious cowardly lot.

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.

Unlucky7
Jul 11, 2006

Fallen Rib
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?

Wolpertinger
Feb 16, 2011

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.

Ohthehugemanatee
Oct 18, 2005
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.

Gwyrgyn Blood
Dec 17, 2002

You want the beta patch because

quote:

Campaign: All heroes and leaders will have Resurgence, allowing them to return from the dead if their side wins the battle.

Wolpertinger
Feb 16, 2011
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 :v:.

Wolpertinger fucked around with this message at 04:27 on Apr 25, 2014

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.
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.

Carnalfex
Jul 18, 2007

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!).

The finest games come from relentless iteration and ruthless trimming of Stuff That Sucks.

Adding Things That Are Good is pretty great and they are doing that as well!

NihilVerumNisiMors
Aug 16, 2012
That's a great patch, especially the change to campaign heroes!

victrix
Oct 30, 2007


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 :v:.

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

Wolpertinger
Feb 16, 2011

victrix posted:

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.


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.

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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Business Gorillas
Mar 11, 2009

:harambe:



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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