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Judging by the name 'the Syndicate', I'm guessing something like a Space Mafia or the Darloks from Master of Orion.
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# ? Sep 19, 2018 12:42 |
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# ? May 14, 2024 13:45 |
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Age of Wonders: Planetfall – Dev Diary #14: The Unit Module System Kir'ko T3 Mods changing appearance, wonder if it works with the jetpack equipped at the same time..
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# ? Sep 20, 2018 15:47 |
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Yes, this is the selling point of the game for me and it looks like it delivers nice and hard.
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# ? Sep 20, 2018 16:21 |
this is gonna be so good. hell yeah.
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# ? Sep 21, 2018 02:45 |
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I'm pretty psyched for this too. Every update has looked great!
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# ? Sep 21, 2018 03:20 |
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Oh yes, I'm hyped, too. I wonder how viable it will be to go all in on offensive abilities for example. Sounds like a balancing nightmare, but I'm very excited to experiment with so many possible combinations.
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# ? Sep 22, 2018 00:10 |
Ratios and Tendency posted:
SpAsians
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# ? Sep 22, 2018 02:35 |
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Age of Wonders: Planetfall – Dev Diary #15: Promethean Secret Tech and Doomsday Victory Promethean units Can see some lighting/ post processing improvement in the unit view panel. Gas the planet
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# ? Sep 27, 2018 13:42 |
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It's a cool idea to have the victory condition(s) be different for each "class"/secret tech. Especially if some of them are more peaceful. This particular version looks a bit like the seal victory from AoW3.
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# ? Sep 27, 2018 14:58 |
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Legit badass that the Promethean finisher is literally turning the whole planet into a Fuel Air Bomb.
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# ? Sep 27, 2018 14:59 |
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Torrannor posted:It's a cool idea to have the victory condition(s) be different for each "class"/secret tech. Especially if some of them are more peaceful. I really liked the seals. They kept the matches war-oriented while avoiding the usual 4X late-game tediousness.
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# ? Sep 27, 2018 15:05 |
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The factions look great so far. Ugh, I really hope a beta comes out sometime this year. Really want to make marine squads boosted by plant people mods. Hoping they eventually add an extra strategic layer at some point. I loved the underground/shadow realm layers in previous games, and it should work in a sci-fi setting really well too.
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# ? Sep 28, 2018 00:17 |
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Call to power had the undersea stuff as well as the aerospace layer, I'd love to see that make a return.
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# ? Oct 1, 2018 12:15 |
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Dev diary time again! Age of Wonders: Planetfall – Dev Diary #16: Colony Development Part I A lot more to city management than AOW3 Economy part of the tech tree Colonisers for each race, looks like: Dvar, Amazon, Kir'ko, Vanguard, Assembly, Syndicate
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# ? Oct 4, 2018 14:57 |
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Yeah, I definitely am gonna be playing Kir'ko and Assembly based on their aesthetic. Maybe Syndicate, if they're more space culty/jedi, rather than space elfy. So colonies are cities, and Sectors are like the ones in Endless Legend but more granular, and but there might be a way to reshape them slightly. What is the equivalent of Empires called, again?
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# ? Oct 4, 2018 15:15 |
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This is very good, and another step in the right direction. Cities in AoW were very indistinguishable apart from size (1-4). Cities in AoW2 could theoretically end up the same over a long game, but in practice you won long before you could build a mage tower everywhere for example. Cities in AoW3 could end up quite different depending on the special buildings around them. But this is another step forward, and I really like it. I found the economic side still a bit underdeveloped in AoW3, this looks like proper city management. The surrounding terrain seems even more important, making each colony feel pretty unique hopefully. Have they said anything about a campaign? I would guess we would lead the Vanguard in rebuilding the Star Union as one scenario, given the usual AoW storyline.
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# ? Oct 4, 2018 16:05 |
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One of the blog posts implied there'd be a campaign for each faction. I'm assuming it'll be done in the style of the older games where you only get around three maps per faction, but we might get either a massively huge campaign or go in a new direction. I think the campaign has yet to be ironed out.
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# ? Oct 4, 2018 18:31 |
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New Faction video: https://www.youtube.com/watch?v=oVWEqKpfrGM Voiceover is a bit cringey, but the units look cool.
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# ? Oct 11, 2018 16:07 |
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This game is going to be so good. I'm really hoping the 2019 release date is in January.
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# ? Oct 12, 2018 02:41 |
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Looks really promising. It's refreshing that the bug units for once don't have a hive mind (any longer).
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# ? Oct 12, 2018 07:20 |
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Before I read the thread had anything been said about charm type stuff?
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# ? Oct 17, 2018 15:38 |
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Splicer posted:Before I read the thread had anything been said about charm type stuff? Converting other units to your side? No, I don't remember the devs mentioning anything like that. It's not fully out of the question. Flavor wise, it could fit the psionic factions for example.
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# ? Oct 17, 2018 17:46 |
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Torrannor posted:Looks really promising. It's refreshing that the bug units for once don't have a hive mind (any longer). rip sword of the stars 2, one of the only games that did bugs in a cool way
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# ? Oct 17, 2018 17:59 |
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Bugfriends are cool, sci-fi shadow demons.
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# ? Oct 17, 2018 20:05 |
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Splicer posted:Before I read the thread had anything been said about charm type stuff? We are attempting to learn from our past mistakes! Right now you cannot mind control a unit AND take it out of combat and keep it in its original form. Some units have abilities that let them take over an enemy unit, and then keep it as a different unit. For example, the Kir'ko Ravenous can eat an enemy unit, then vomit it out as a little worm monster which the player can then keep when they leave combat.
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# ? Oct 18, 2018 13:52 |
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Gerblyn posted:We are attempting to learn from our past mistakes! Right now you cannot mind control a unit AND take it out of combat and keep it in its original form. Some units have abilities that let them take over an enemy unit, and then keep it as a different unit. For example, the Kir'ko Ravenous can eat an enemy unit, then vomit it out as a little worm monster which the player can then keep when they leave combat. Being able to jack an entire stack of guys was the best part of playing a mage.
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# ? Oct 18, 2018 14:09 |
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Turn your enemies into poop bugs!
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# ? Oct 18, 2018 14:21 |
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DrManiac posted:Being able to jack an entire stack of guys was the best part of playing a mage. You can still do that. They just will look a bit different once you leave combat is all! The issue in AoW3 was that the player could bypass the city production queue completely and just mass charm whole armies, which led to big balance issues, especially in Play by Email games. We looked into other options, like having mind controlled units randomly break free after the battle was over, but they all looked became quite fiddly and annoying.
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# ? Oct 18, 2018 14:26 |
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Age of Wonders: Planetfall – Dev Diary #17: The Kir'ko Faction Unleashed Kir'ko wallpaper! First naval unit we've (sorta) seen Edit: This was the first thing I saw when I looked at the Emergent unit: You're welcome Reharakhti fucked around with this message at 16:42 on Oct 18, 2018 |
# ? Oct 18, 2018 16:01 |
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Gerblyn posted:You can still do that. They just will look a bit different once you leave combat is all! Purely for vanity reasons, where did only getting to keep them post combat if you pay a cost equivalent in strategic resources break down?
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# ? Oct 18, 2018 19:02 |
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Also sorry for diving straight in with the kvetching I'm super hype for the game! Looking forward to sticking bugs on things.
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# ? Oct 18, 2018 19:03 |
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What's good about this change is that if you eat a t3 unit, assumedly you still get a t1 or t2 out instead of a t3, and even if you get a t3, it's abilities won't be busted for your class. In aow3 pbem people were getting t3 armies on turn 15ish by going into high level dungeons/wizard spires/whatever and abusing conversion, which got them better units earlier and more frequently than trying to produce them. Idk the exact number stats because that scene sounded so dumb that I didn't want any involvement with it, but I can tell you it was really absurd. Running into a t4 angel on turn 13 and converting it just breaks the game, there's nothing else comparable in power to that at that point in the game, and you more or less get it for free (you still have the unit you used to convert it, afterall)
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# ? Oct 18, 2018 20:05 |
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bugs look cool. anyone see if they put up any other wallpapers?
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# ? Oct 18, 2018 20:25 |
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I mean I loved it because playing druid pokemon with all the animals ruled but I understand why its gone
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# ? Oct 18, 2018 21:01 |
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ninjewtsu posted:What's good about this change is that if you eat a t3 unit, assumedly you still get a t1 or t2 out instead of a t3, and even if you get a t3, it's abilities won't be busted for your class. Zore posted:I mean I loved it because playing druid pokemon with all the animals ruled but I understand why its gone
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# ? Oct 18, 2018 21:58 |
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ninjewtsu posted:What's good about this change is that if you eat a t3 unit, assumedly you still get a t1 or t2 out instead of a t3, and even if you get a t3, it's abilities won't be busted for your class. The changes look good to me too but I was wondering: I don't play with that mod, but isn't charm/convert less of a problem in aow3 if you just change the settings such that either (1) you start with smaller starting armies making those high-level dungeon raids less viable in early game or (2) crank up the difficulty of the dungeons? Grabbing early ogres/trolls in Ancient Ruins is nice since they have trouble resisting charms, but if you miss that ~50% chance and don't have a big starting army to back you up, in a lot of cases you're going to get a hero pulped with a club. Maybe if charmed/converted units had an "enthralled" tag added on that gave them extra mana upkeep and/or some stat penalties it would balance things a little better? I play offline so I dunno if there are tournament-standard settings or whatever, but I feel like the charm/convert problem is overblown a bit taking settings into account. It's also possible I'm playing sub-optimally since the AI is quite bad on skirmish mode.
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# ? Oct 19, 2018 00:10 |
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Honestly my fav charm shenanigans was necromancer ones. And you get the ghoul plague! And you get the ghoul plague! But not you, you resisted. Oh well, it is a flip of a coin. And then they have the problems of being a ghoul but not the time spent embalming them in a city. Seemed like a fair middle ground for a unit that came alittle later.
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# ? Oct 19, 2018 00:27 |
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Ceramic Shot posted:The changes look good to me too but I was wondering: I'm pretty sure they played with the smallest starting army, whatever is the default. Idk how upping the defender strength impacts that, on one hand it's harder to grab ogres, on the other hand there's way more ogres to grab. I'm not 100% sure how it's done but I never got the impression that losing your army to ogres was a huge concern. I imagine once you have 2 ogres, well, when you try to take the third ogre, you've got two ogres. It kind of explodes once you get started.
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# ? Oct 19, 2018 01:10 |
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Splicer posted:Purely for vanity reasons, where did only getting to keep them post combat if you pay a cost equivalent in strategic resources break down? The issue is it's not just the unit's gold/mana cost that's been skipped, it's also the production time in the city/spell book that's been skipped as well. It possible that having the player need to pay some kind of binding cost to keep the unit after combat would help, though. If we make AoW4, we'll need to bring the feature back, so we'll need to come up with some kind of solution! As for the current idea not fixing the root cause, the mind-control-esque ways of acquiring units are only really available in the mid to late game, and only give you low tier units (the kir'ko worm is tier 1, but can evole into a T2). The balance issues of players snowballing the early game shouldn't come up (we hope!)
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# ? Oct 19, 2018 07:35 |
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# ? May 14, 2024 13:45 |
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Having to pay the base price plus extra could work, it'd be sort of similar to the diplomacy skill in Heroes of Might and Magic.
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# ? Oct 19, 2018 13:23 |