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Shadowmorn posted:And just so your worries are unfounded, behold! Hexes! e: I tell a lie, I played the original king's bounty, but that's different. Oh hey this wasn't here a second ago: Gerblyn posted:Anyways, I can confirm that the game is indeed completely turn based and that both the tactical and world maps are hex based.
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# ¿ Feb 8, 2013 17:13 |
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# ¿ Mar 29, 2024 03:32 |
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Also want to ad my name to the AoW music fans. Gerblyn posted:Yeah, most units now are represented by little squads rather than individual figures. Big things like Giants and Dragons are still single figures. Semi-related question: How close will combat be to the originals? Do we still have the 7 hex multi-stack system? e: Could I sound more entitled here? I'm just so excited and have been burned so much by nostalgia-ruining sequels the past few of years Splicer fucked around with this message at 17:27 on Feb 8, 2013 |
# ¿ Feb 8, 2013 17:23 |
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Gerblyn posted:We haven't quite figured that out yet to be honest. At the moment the number of figures simply reflects the HP that a unit has left (i.e. a unit with half health only has half its figures), but that leads to an issue where you instinctively feel that a unit with fewer soldiers should do less damage, which isn't the case. Gerblyn posted:The same guy who made the original music is making the music for this game too. Splicer fucked around with this message at 17:43 on Feb 8, 2013 |
# ¿ Feb 8, 2013 17:38 |
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That Gobbo posted:You had me at Goblin Theocracies. I'll have to keep my eye on this one, I enjoyed the Overlord games though I've never played the older Age of Wonders games. Have they aged well (i.e. can I play goblins in AoW1)?
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# ¿ Feb 8, 2013 18:02 |
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More questions! One big thing I missed going from AoW1 to AoW2 was the treasure locations. I really loved exploring the dungeons and crypts, collecting treasure along the way. I can understand why they were cut (taking time-out to play a 5 minute solo minigame is not conducive to competitive multiplayer) but I missed it from singleplayer. I also preferred AoW1's approach to treasure. Whenever you got treasure from a location you tended to get either a few not-great treasures or one good treasure. In AoW2 you always only ever got one treasure, which meant getting a +1 sword was always a bit of a letdown, unlike AoW1 where getting a basic +1 sword was fine because you'd also get a +1 shield and +1 armour or something. So: A) Are fancy crypts coming back? (I expect the answer to be no). B) Will you be going back to AoW1 "point buy" treasure rewards, AoW2 style "One only, might be good might be bad", or something new?
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# ¿ Feb 8, 2013 18:16 |
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Splicer posted:Graphically AoW1 might be a bit hard on the eyes (it'll be either blocky or tiny), but AoW2 and SM shouldn't cause you any problems, unless "not 3D" is a big nono.
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# ¿ Feb 8, 2013 21:24 |
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PiCroft posted:Will there be flavour text for the units? I loved unit backstories and info about the various creatures you encountered.
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# ¿ Feb 9, 2013 14:27 |
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If his filthy minecraft monies bring me a new Age of Wonders then
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# ¿ Feb 14, 2013 12:33 |
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Mr.48 posted:I'm a big fan of Heroes of Might and Magic 3, could you briefly describe what's better in AoW?
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# ¿ Mar 27, 2013 00:22 |
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Gerblyn posted:Just HP loss at the moment, we're worried that reducing unit effectiveness with HP levels will draw out battles and encourage annoying micro. It also creates odd imbalances, since formations with fewer figures become more powerful. This could change, it feels intuitively odd at the moment that a unit with a single archer is as much a threat as a group of 8. (I'd love it if that kind of thing had a chance to spawn heroes. A Last Man Standing occasionally graduating to hero status would be boss). Meanwhile, a 6-stack of archers would lose 1/10th damage per lost guy, meaning the last guy is also on 50%. You still have the the mild benefit of having less damage-drop thresholds, but that's balanced out by the fact that you will actually hit the 50% minimum slightly sooner (only needing to lose 5/6ths of your HP rather than 7/8ths). This scales all the way down to two-man squads, who would flat-out lose half their effectiveness at half HP. ...and speaking of HP, you don't necessarily need to directly match Unit loss with HP loss either. Again, if we go with the assumption that the last guy is A Hardass, you could conceivably allow him to have more than his fair share of HP. That is, it takes less than 1/8th of an 8-man squads HP to lose a dude,leaving the last man standing with more than 1/8th of a squad's HP. This would make squads a bit weaker (since you lose damage dealing capacity faster) requiring a bit of a raw numbers buff though. Obviously it all wouldn't be quite this clear-cut since damage in AoW uses rather discrete numbers (1/10th of 5 to 7 damage gets messy) but there's probably some way to deal with it sensibly. Splicer fucked around with this message at 03:24 on Mar 27, 2013 |
# ¿ Mar 27, 2013 03:15 |
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Taerkar posted:All units benefit from the Inverse Ninja Law. e: It would be neat if you could merge like-squads, so if you have two badly depleted squads of archers you can smoosh them into one squad of slightly depleted archers.
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# ¿ Mar 27, 2013 03:24 |
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Gerblyn posted:I'm pretty sure that's how it worked in AoW:SM as well though... Gerblyn posted:Another thing that wasn't mentioned is that heroes have classes too. The one in the battle was a Warlord, so he had access to Warlord specific spells that the player as a Theocrat wouldn't otherwise be able to use. How will leveling work? Same as SM, where you choose from one of 3 randomly offered? Gerblyn posted:I have literally no idea how our beta is gonna work, but I think a good start would be to make yourself known as a poster on the official forums, since there's a good chance that beta testers will be chosen from among people there: Splicer fucked around with this message at 21:01 on Mar 27, 2013 |
# ¿ Mar 27, 2013 20:58 |
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Gerblyn posted:I think the current plan is more AoW 1, where you get points to buy upgrades. That's not final though. On that note: Have you considered having the "Boring" skill-ups (attack, defence etc) run off a different track to the "interesting" things like Life Stealing, Round Attack etc? Raw number-go-up level ups are vital, but boring. If you either got to buy them from different point pools (so instead of 10 points per level you got 5 boring points and 5 interesting points) or just had the number-go-ups be a function of your race and class (Everyone gets 5 interesting points per level, but in addition to that Orcish Warrior chooses between +1 attack or +1 damage at level 2 while Elven Mage chooses between Movement and Defence at level 2) then you'd never feel like you were wasting a level on boring-but-mandatory things.
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# ¿ Mar 28, 2013 09:03 |
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Gerblyn posted:Just asked a designer about this, and he said that in a game like Diablo 2, stat boosts become mandatory since enemies are constantly becoming more powerful, so you have two sets of skill points, 1 for stats and another for abilities. In Age of Wonders this isn't the case, the only things that get more powerful over time are heroes. So we want to make it so the player has to choose between stat upgrades which boost the heroes survivability and basic combat strength, or utility abilities that give the player more options like fireballs or wall climbing. I do know that in SM that unless you went full caster there was a definite point where if you hadn't invested in +attack you were kind of boned vs anything interesting late game. e: Sorry, mightn't have been clear: There's a number of ways you can design around making sure that the flat numbers increases are useful, interesting, and not mandatory other than just giving them out "free", and from what you've said it sounds like a number of these are being taken into account. I'm just being pedantic about the specific reason given because uh... actually I don't really have a good reason. Splicer fucked around with this message at 10:55 on Mar 28, 2013 |
# ¿ Mar 28, 2013 10:40 |
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Gerblyn posted:There's actually a very big difference that you might not realize. In AoW:SM, it was possible for units to miss, so low attack units were essentially worthless against high defense ones. In AoW3, this isn't the case, Attack and Damage have been merged into one value, a low attack unit striking a high defense one will always hit it, it will just do less damage. e: How will this work for effects? Splicer fucked around with this message at 12:19 on Mar 28, 2013 |
# ¿ Mar 28, 2013 12:10 |
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Gerblyn posted:It was me, I used to get so annoyed when my Dread Reaper would miss some stupid halfling swordsman
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# ¿ Mar 28, 2013 12:36 |
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bamhand posted:Also, leprechauns. They'd be my perfect example of why this is a great change. Leprechauns were literally unkillable by low-attack units. Not "very difficult", but unkillable. But it didn't scale, meaning that vs high attack units (or medium ones who got a lucky shot) leprechauns were nothing but speedbumps. The Tigran Mystic was the far superior dodgey assbag of a unit.
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# ¿ Mar 28, 2013 16:49 |
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Kanfy posted:RIP Doom Bats, I will/won't miss you. Kanfy posted:
Seriously, I hear it every time I read the word "leprechaun" in this thread. Every. Single. Time. bamhand posted:Actually in AoW 1 the defense bonus capped at 10% chance to hit so if you didn't have high attack guys your best bet was to swarm the leprechaun with as many cheap, low attacking units as possible and you'll get lucky eventually. Plus who doesn't enjoy the image of 12 dudes trying to jump a prancing green midget in a suit?
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# ¿ Mar 28, 2013 17:23 |
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Genderman posted:What was everyones favorite spells? Mine was mass confusion in SM and that death one on AoW1 that let you control random units. Also incarnate was my fav in both. Have him possess some lowly warrior and then suprise your friend with a random ghost AoW2? Not sure. Nothing really gave me the sheer manic glee of chain lightning, but Haste Domain and Suffocate were always good solid workhorses, re-animating That rear end in a top hat Elf as a new hero was always funny, Infection was also funny but a bit pricey for what you got. And of course it's not a proper game if it doesn't end in a four-way terraforming battle between Ice, Death, Water, and Boring Grass People. That said, I have a soft spot for blazing comet. Probably because of the animation. That's not to say the spells in SM weren't good, it's just that nothing will ever live up to the fun I had with Original Flavour Chain Lightning. Seconding the fun of incarnates. Splicer fucked around with this message at 21:59 on Mar 28, 2013 |
# ¿ Mar 28, 2013 20:42 |
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Bloodly posted:Is it lame to say the controlling effects, like Seduce/Enslave/Control Animal, etc? Always lovely to get X powerful/Semi-powerful creatures permanently. I guess that counts under 'Broken Spells' mentioned above. I wonder how possible it will be to pull that kind of thing off early and often? I remember the Elves and the Azracs earned those control effects real early. bamhand posted:Oh man, I just remembered nymphs. What a hilarious a unit. Everything from the slap attack to the big heart that pops up from seduce. It was also neat that certain races like orcs and goblins had lower magic resists so they were easier to seduce than an elf. The slight differences between the units for each race really helped differentiate them. Lady of Pain (aka Nymph with jaundice and a whip) always cracked me up.
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# ¿ Mar 29, 2013 15:37 |
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shelper posted:Which one of you was rooting for the draconians? Splicer posted:Dragor omnia regit
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# ¿ Apr 4, 2013 09:27 |
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Shadowmorn posted:Placing units ON the income structure takes that income but its not "Yours" until its inside your influence or outside of everyone else's? Maybe keep capturing as-is, but have any unoccupied locations within your influence automatically start converting to your control over the space of a couple of turns. Say, at the end of your turn any unoccupied facilities owned by someone else get turned to neutral status, and any already neutral unoccupied facilities get converted to your side. So capturing a location and moving on denies the resources to the original owner for the two turns it takes to re-establish control (unless they go take it back personally) but at no gain to you, while leaving your unit camping on it funnels you resources until it gets killed/you move on (at which point the above happens). Or you can choose to raze/loot it over a couple of turns. e: Obviously cities would not convert like this, if it's even possible to have a city under someone else's influence. Splicer fucked around with this message at 11:29 on Apr 9, 2013 |
# ¿ Apr 9, 2013 11:15 |
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I don't think there is alignment? Unless I missed something you choose a race and a class and that's it. There is no more "Evil" section. The two factions are the commonwealth and fancy prancy dancy nancies. Or whatever the elf faction calls themselves.
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# ¿ Apr 11, 2013 16:23 |
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Triskelli posted:Found something to that effect trawling the official forums. Triskelli posted:What I thought was interesting is that alignment is also effected by stuff like the personal profile and colors you choose for your faction. quote:If you want to play an evil Goblin Theo, pick some nice dark player colors, like blood Red on sinister Black (which will be applied on your units, replacing the White/Yellow on the robes of the concept art), choose “Graveyard Gloom” as your leader portrait ambience, raze some heathen cities and you’ll be all the rage at your annual evil fantasy despots gathering. As an aside, it's very possible to play an Evil Empire with "Good" imagery. The crusades come to mind, as does the inquisition. You can't quite go Blood For The Blood God but you can quite easily play We're Genociding You Because You Deserve It. e: Actually I would be quite upset if my crusade against the evil orcs and goblins of the world caused my angels to turn all demon-looking just because I was burning their filthy heathen villages to the ground e2: In case that was overly subtle I meant that obviously burning down orc villages should make my alignment go Evil, but I'd find it much more enjoyable if I'm able to insist that I must be doing the right thing, I have all these angels on my side. Splicer fucked around with this message at 17:20 on Apr 11, 2013 |
# ¿ Apr 11, 2013 17:09 |
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Bloodly posted:I've always found it odd that tech and magic are often at odds. Are there many things where they work together, not one taking the place of the other? The reason this is a problem is that it's hard to write a gripping "Griknar the Bold goes off to kill some Olde Worlde goblins" novel when Griknar and all his friends have a projected lifespan of 500 years and live in a magic space station orbiting Jupiter. So its easier just to say that Magic and Science don't get along, magical plague boils are completely different to regular plague boils, and Griknar's box of infinite food can't be extrapolated to cure world hunger because~ Same reason why genetic engineering is banned in most scifi universes. It's easier to write stories that way. Splicer fucked around with this message at 14:07 on May 3, 2013 |
# ¿ May 3, 2013 13:59 |
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Oh my god I hate you I thought there was news Map is made of squares. Scrub game
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# ¿ May 25, 2013 16:34 |
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madmac posted:You know they've been posting Dev journals, right? http://www.ageofwonders.com/dev-journal-ii-all-sorts-of-mounts/
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# ¿ May 25, 2013 21:03 |
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Kanfy posted:I'm in the minority that likes 2 and SM more than the first game, but if nothing else the soundtrack is definitely worth listening to.
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# ¿ May 29, 2013 12:31 |
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Hooray for point-buy loot rewards! Announcing a DLC to make Frostlings and Undead playable is all that's needed to go from Best Game to, uh, Bester Game.
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# ¿ Aug 5, 2013 17:14 |
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Turin Turambar posted:Gameplay video! Though, did it look like the tanks didn't have friendly fire? He hit a bunch of cannonballs right by his fire tank and it didn't care. Also the Archon skeleton dude model was amazing. He was just so awesomely goofy looking I hope that's an intentional art style choice.
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# ¿ Aug 21, 2013 16:56 |
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Taerkar posted:The cannons do a direct-line attack and he positioned them so that the flame tank wasn't in the line of fire.
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# ¿ Aug 21, 2013 17:22 |
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In that case I reiterate my statement that there is nothing in that video I did not like.
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# ¿ Aug 21, 2013 17:31 |
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Veyrall posted:What were all the confirmed playable races again? I can't seem to find the list in the OP, and searching the whole thread is
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# ¿ Aug 22, 2013 12:44 |
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Demiurge4 posted:The Archons look kind of undead now. At least the gameplay video said that the Archon giant thing was an undead construct.
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# ¿ Aug 23, 2013 11:29 |
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Triskelli posted:Just trying to imagine Dreadnought Frostlings. Would there be giant penguin musketeers?
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# ¿ Aug 23, 2013 14:52 |
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Tuxedo Catfish posted:I thought "Draconians" was just a stupid overly-baroque name for Lizards. LordSloth posted:Now that I think about it, there may be sufficiently interesting user-created scenarios for AoW2, but I never dived into scenarios much.
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# ¿ Aug 23, 2013 20:30 |
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Shadowmorn posted:I've not tried any from here but to my understanding this is the better website for maps: http://aow2.heavengames.com/
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# ¿ Aug 24, 2013 11:21 |
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While most of the female models they had seemed OK, I'm hoping "sensible clothing that covers as much as if not more than the male's version does" will be an option for all the female character sets. The weird, vacant-eyed look on the scantily-clad woman in the first small picture is weirding me out.
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# ¿ Sep 20, 2013 15:57 |
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bamhand posted:Keep in mind this is the game that had Julia plastered all over the box.
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# ¿ Sep 20, 2013 16:10 |
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# ¿ Mar 29, 2024 03:32 |
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Shadowmorn posted:Im hoping they let you do whatever you please with outfits and appearances, because options are always better then silly limits. Want to be a nearly nude guy with a stick? Go ahead! Want to be an armoured lady to the point that physics weep when you walk? Knock yourself out. I, too, would like to play Conan the Bulgarian, and players should also be able to make a prettyboy Dwarf to ogle should they so please. Splicer fucked around with this message at 19:17 on Sep 20, 2013 |
# ¿ Sep 20, 2013 19:12 |