A trip through the fantasy worlds I enjoy

The last of the Beta 3 series is now available to download. Below is the change log that goes over what's new versus the build from 2 weeks ago.

Foreword from the frog

Beta 3 has been the faction differentiation beta and we will continue to refine the different factions between now and release. At this stage, each faction has some truly distinctive features that should make the game play experience different for each one.

To recap:

  • Magnar, home of the demon elves, can train slaves that, while weaker, don't have to be paid.
  • Gilden, land of the Ironeers, can construct huge iron golems.
  • Altar, where adventurers dwell, can recruit henchmen who act much like champions (except if they die in battle, they're gone).
  • Kraxis, the embodiment of pragmatism, can use influence to bribe units and even cities to join them.
  • Yithril, where the Trogs come from, are able to train monstrous juggernauts who do massive damage (see picture below).
  • Tarth, the most popular faction with players, don't get attack by monsters (other than in wild lands). Go ahead, build that city surrounded by monsters. No defenses needed, the monsters will take care of the trespassers.
  • Pariden, where the heirs of the ancient Magi, led by Queen Procipinee, can conjure outposts anywhere outside the FOW and rippling with magic.
Between now and release (still months away), we'll be enhancing these further. But we hope, as you play this new beta, you find that each faction's ability is ridiculously over powered, and unfair to everyone else.  Our job will be to make sure that they're roughly equally ridiculously overpowered.  The goal being that each player will play quite differently.  And we're still just getting started.
 
The next beta (Beta 4) won't be here for about a month. That beta is all about your civilization. A new city construction system will be introduced, the FE specific economic system will be introduced. 
 
In the meantime, have fun...

 What's new in 0.915.


Features:

+ Traits can now limited to certain units types (iron golem only traits, slave only traits, etc)

+ Added splash damage feature (a percent of the melee damage done is done to surrounding units, enemies and allies alike)

+ Added damage reflection feature (a percent of damage done to the target is done back to the attacker)

+ Added the Juggernaut designable unit (trog only)

+ Added the Juggernaut trait (can't be knocked prone, +100% Attack, +25% splash damage)

+ Added the Brutal Nature juggernaut trait (+100% attack)

+ Added the Frenzy juggernaut trait (+4 initiative)

+ Added the Heart of Stone juggernaut trait (+20 defense vs cutting)

+ Added the Ignore Pain juggernaut trait (+40 hit points)

+ Added the Maul juggernaut trait (grants the unit Maul)

+ Added the Uncontrolled Rage juggernaut trait (+50% splash damage)

+ Added the Tempered Steel trait (iron golem only, raises the defense)

+ Added Henchmen designable unit (altar only, use equipment and gain levels like champions, 50 influence to recruit)

+ Heroic faction trait gives +50 influence and +1 faction prestige whenever they complete a quest (assigned to Altar)

+ Added the Air Adept I-III henchmen traits (give access to minor air spells)

+ Added the Earth Adept I-III henchmen traits (give access to minor earth spells)

+ Added the Fire Adept I-III henchmen traits (give access to minor fire spells)

+ Added the Life Adept I-III henchmen traits (give access to minor life spells)

+ Added the Water Adept I-III henchmen traits (give access to minor water spells)

+ Added the Cook henchman trait (+1 healing for units in the army)

+ Added Shieldwall as a henchman trait (+5 defense for the army)

+ Added the Bard henchman trait (+10% xp for the army)

+ Added the Shieldman henchmen unit

+ Added the Bard henchman unit

+ Added the Torch Bearer henchman unit

+ Henchmen don't count as champions for xp division (ie: Army xp is divided by the amount of champions in it, henchmen don't affect this number)

+ Added hot key tool tips to Govern, Spellbook, and Turn buttons

+ Hooked up hot keys for the above

+ Hooked up hot keys to take players between cities [ and ]

+ Added the Cloak of Thorns spell (reflects 25% of the damage taken back at the attacker)

+ Added the Hurl Boulder spell (adept earth 1 spell for a minor ranged attack)

+ Added the No Armor faction weakness (assigned to resoln, this faction can't learn the armor, hevay armor or arcane armor techs)

+ Added the Binding faction ability (assigned to resoln, their shard shrines summon special elementals like camps)

+ Added the Crow Demon unit (binding summon, can cast thunderstirke and titans breath)

+ Added the Burning Wraith unit (binding summon, has the Feed the Fire ability, tactical stackable ability that increases their attack)

+ Added the Mirror Elemental unit (binding summon, 100% of the damage done to a mirror elemental is also done to the attacker)

+ Added the Grave Elemental unit (binding summon, regenerates and has the harbinger traits)

+ Added the Aid spell (minor heal spell for henchmen)

+ Added the Broken Loyalties spell (switch a city to your control for a huge amount of influence)

+ Added the Betrayers faction ability (assigned to Kraxis, allows them to recruit empire and kingdom champions and use the Broken Loyalties spell)

+ Krax blood gives the unit the ability to Fortify a tile in tactical combat, units in fortified tiles get +10 to Accuracy and +30 to Dodge

+ Added the Undying Curse trait (when this unit kills a victim this unit gains an additional member to its group, to a max of 9 members)

+ Added the Cyndrum Demon (binding summon, has the Undying Curse trait)

+ Master Scouts faction ability keeps monster player units from attacking the player, though they can attack monsters (Tarth ability)

 

Bugs:

+ Fixed an issue with Curse and Curse city using the wrong icons

+ Alchemists labs req 100 crystal instead of taking 1 crystal per turn (they were causing players to drop into negative crystals when they didn’t have mines or overbuilt them)

+ Burning Blade, Stoneskin, Summon Fire Elemental, Summon Earth Elemental, Summon Shadow Warg, and Summon Ice Elemental can no longer be cast twice (once with the strategic version and once with the tactical version)

+ Fixed the desc on the Finesse ability

+ Fixed an issue with the Path of the Assassin trait giving +150% crit damage instead of +50%

+ Fixed an issue causing loot to not be given when defending

+ Fixed annoying camera bug where the camera would center on units that had been attacked but actually had off-screen units selected

+ Fixed an issue that was making Grip of Winter permanent

+ Syphon Soul now correctly reduces the victims attack by 25% and gives that amount to the caster

+ Fixed an issue keeping Titan's Breath from working if it was used as an ability (ie: from an Air Elemental)

+ Fixed an issue allowing a player to spend an additional point in create sovereign if he picks his sovereign last (you cheaters!)

+ Fixed an issue causing the Path of the Assassin's +50% critical damage to be applied per level instead of a flat bonus

+ Fixed an issue causing troll camps to be unbuilable

+ Fixed an issue causing captured sovereigns to not show their mount/equipment correctly

 

 

Balance:

+ Hardy sovereign talent makes the unit immune to poison

+ Natural Leader sovereign talent makes recruiting champions free

+ Scholar sovereign background increases research by 10%

+ Wealthy sovereign talent gives 1000 gildar instead of 200

+ Rebalanced lair distribution (high level lairs are less common, but more low level lairs upgrade now)

+ Added late game versions of the bandit, butcherman and cave bear lairs

+ Reduced the damage on the Ignys Bow slightly

+ Adventurers Boon trait now gives 15 hit points instead of 10

+ Graceful trait gives +2 init along with making the unit immune to being knocked prone, it requires the fast trait

+ Potential trait gives +15/+20/+25% xp instead of +10/15/20%

+ Trainer abilities give +10%/15%/20% xp instead of +5%/10%/15%

+ River Slags and Slags gain Bash

+ Experience gained from battle is now scaled based on world size

+ You only get free city defenders if you founded the city

+ Objects that are hidden by FOW are no longer able to be interacted with (cities, etc.)

+ Some big monsters gain splash damage

+ Amarian’s get -1 hp per level

+ Tarth blood ability increased to +3 attack and init when in groups of 3 or less

+ Trog blood gives +1 attack

+ Increased the crit damage on the vital strike abilities

+ Reduced the pop required for city level 1 from 60 to 50

+ Increase Darkling Rider init from 20 to 24

+ Most quest battles can now be delayed (you can choose to come back later)

+ Increased the reward on the Trolls quest from the Ring of storms to a Scinan Broadsword

+ Slightly increased minimum XP gained from killing things

+ Marginal tile yield tiles have been removed

+ Combat rating to XP ration increased from 5% to 7.5%

+ Bashing Maul does 50% splash damage

+ Titanic Maul does 75% splash damage

+ Mirror Shield now reflects 25% of the damage back at the attacker

+ Removed the squads tech

+ Logistics and Company's moved into the civ tree

+ Increased Balance from +5 Dodge and -2 hit points to +10 Dodge and -1 hit points

+ Removed the Tough unit design trait

+ Changed Fury form +1 attack and -3 hit points to +1 attack and -1 hit point

+ Lithe increased from +3 dodge to +10 dodge

+ Precision gives +10 accuracy instead of +5

+ Shieldwall is a defender ability instead of a unit design trait and it gives +5 defense to the army instead of +1

+ Spell Resistance gives +20 spell resistance instead of +10

+ Several monsters given the Uncontrolled Rage trait (splash damage)

+ Butcherman gain the Undying Curse trait

+ Fireballs casting time reduced from 2 to 1, but it will also damage friendly units in range

+ Units don't get additional movement from roads in enemy territory

 

Cosmetic:

+ Faction power wnd now appears over the terrain wnd

+ Added the one handed spear animations

+ If a player is casting the spell of making it is now displayed in the faction power wnd

+ New Verga background

+ New Ceresa background

+ Tile Yields display is now ON by default

+ New fallen environment terrain

+ New fallen environment trees

 

AI:

+ Monsters less aggressive about going after cities

+ AI a little bit more effective at shopping for equipment

+ Fixed major AI bug in which AI treated monster lairs as "goodie huts". It didn't "see" the monsters on them and thus would get killed over and over.

+ AI relations change more gradually

+ AI manages its strategic spells and mana more effectively

+ AI interacts with player somewhat more often in general

+ AI more generous about valuating spells

+ Monster aggressiveness is now more varied between difficulty levels

+ Fixed a weird issue where a monster would just get stuck never moving.

+ Fixed monster bug where it would want to attack a city but its patrol radius kept it from attacking

+ Doubled/tripple checked to make sure monsters like eating AI as much as humans (they do, players just notice when the bugs above helped AI).

+ AI will offer to trade tech with players

+ AI takes faction prestige into account when determining relations

+ Updated the tool tips for difficulty level. Note: The default difficulty for AI is normal. If you win, turn up the difficulty level before asking us to make normal harder for everyone else. If you can beat Hard, then come talk to us.

+ New difficulty levels (Expert and Insane).

 


Comments (Page 10)
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on May 24, 2012

Oh yeah, time to party.

on May 24, 2012

Huh Kraxis now has 3 traits: Defensive, 1-Hand Spears, and Betrayers. This means they have more points then the other teams.

 

on May 24, 2012

OMG_Shiro

Quoting Glazunov1, reply 133Quoting BlackRainZ, reply 130
NEED IT NOW

 

There was a sword, back in Baldur's Gate II, had a reaction like yours, only to a lack of violence.  What was its name...?Well if it is the same sword as the one in Forgotten Realms lore it is Khazid'hea, but I never played BG2 so I wouldn't know.

 

No, something else.  -Oh, there it is.  Lilarcor.  Remembered with help from Dan Simpson's FAQ.

on May 25, 2012

I just wanted to chime in I'm glad you guys are going for the "give everyone something brokenly overpowered" approach.

 

Guilty Gear, a fighting game series, follows this idea, and it is one of the most well balanced fighting games out there.

 

It's easy to get "mathy" when you give one faction +10% gold and another +10% diplomacy and to figure out which one is better at the end of the day.

 

Meanwhile, is not getting attacked by wild mobs better than Iron Golems? How do you measure that? It's better off NOT measuring that.

on May 25, 2012

I really hope that we get a bugfixing patch during the next month, before Beta 4 is upon us. There are quite a few minor issues being repeated on the forums constantly.

 

on May 25, 2012

i think they concentrate on bringing the last "new" stuff in so that with beta 4 the bugfixing will take over.

on May 25, 2012

Teslacrashed
I just wanted to chime in I'm glad you guys are going for the "give everyone something brokenly overpowered" approach.

 

Guilty Gear, a fighting game series, follows this idea, and it is one of the most well balanced fighting games out there.

 

It's easy to get "mathy" when you give one faction +10% gold and another +10% diplomacy and to figure out which one is better at the end of the day.

 

Meanwhile, is not getting attacked by wild mobs better than Iron Golems? How do you measure that? It's better off NOT measuring that.

 

I tend to prefer Virtua Fighter (out on 11 days, FE takes a backseat for a while when that happens).   They use a more mathy balancing scheme though.

 

It's more important that everyone gets something unique and fun, but you need to try to not overpower it, especially in ways the AI can't understand.  The AI has to know how to use these abilities.  Karavox's I think the AI probably can do well with, but someone like Irane or Procinipee I think the AI may have a tougher time.

 

 

on May 25, 2012

sweeet lawdy lawdy. lmao that is a serious change log - 

on May 25, 2012

Brad, you left Resoln out of your list of faction descriptions.

 

on May 25, 2012

Having re-read this,  the part about making sure the AI monsters eat AI players equally as the human is an extra piece of icing on the cake.  Thank you.  

on May 25, 2012

Thanks for the hard work. 

on May 25, 2012

Cauldyth
Brad, you left Resoln out of your list of faction descriptions.

 

Resoln: Home of the emo non-armour wearing whackjobs. Use spiders for sexual gratification. Shards poo out monsters. Need vitamin D. End.

on May 25, 2012

leeboy26

Resoln: Home of the emo non-armour wearing whackjobs. Use spiders for sexual gratification. Shards poo out monsters. Need vitamin D. End.

 

How did you get into our design docs?

on May 25, 2012

Derek Paxton


How did you get into our design docs?

Kingdom of Leeboy's faction special ability...

on May 25, 2012

joasoze
Derek, you forgot one

+Added Umber back and will give it some love and specialization later

 

Agreed, and don't  forget Capitar, either, especially since game info section still lists 10 unique factions.  Still don't get why the majority of the players like Tarth...

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