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Home › Forums › Age of Wonders 3 Discussions › Launch, Reception and first update plans
This topic contains 137 replies, has 89 voices, and was last updated by Garresh 7 years, 11 months ago.
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April 2, 2014 at 14:10 #62442April 2, 2014 at 14:21 #62461
Sounds great!
Plus now I can remove Next/Previous city button from my feedback post which I’m working on 🙂April 2, 2014 at 14:23 #62466Great job so far guys I’m having a total blast. (Please say there’s gonna be a necromancer class. It’ll be so cool)
April 2, 2014 at 14:25 #62468Wonderful news and wonderful support. We all appreciate the support from Triumph, and we WILL show you by our continued support for your upcoming DLCs.
April 2, 2014 at 14:25 #62469Thanks for the info update Lennart, nice to see whats getting worked on 1st. keep up the good work…… and long live the Goblins!
April 2, 2014 at 14:26 #62470i especially look forward to the disjunction fix. but don’t just arbitrary gimp the AI to cast that spell, why not give it a % chance failure like in AoW:SM?
April 2, 2014 at 14:28 #62472Thanks for your hard work after launch. This very moment really shows how much developers care about their project and its future. I appreciate that.
As for the fixes, I’m mostly concerned about multiplayer connection problems, which I sadly experience myself. Not being able to play with other people and not being able to fix the issue with proposed means (UPNP enabling, port forwarding) is something I face for the first time in my long game history. I usually focus on multiplayer aspect of games, so it is really dissapointing to me.
But I hope you will manage to deal with all the problems experienced by the players. Apart from occasional bugs or problematic features, it’s really a great game and it really lived up to my expectations. And I’m sure it will be growing as I’m waiting to get more from the game with updates and expansions.
April 2, 2014 at 14:40 #62496please please please fix the multiplayer issues.
apart that, great job devsApril 2, 2014 at 14:43 #62501I really appreciate the transparency!
Glad the most serious issues are worked out and with priority.
Keep the good work!
April 2, 2014 at 14:43 #62502Thanks for the update. Love this game.
April 2, 2014 at 14:51 #62516Would love to see diplomacy expanded on and made a little more reliable. Right now it feels a little empty.
I’d also like to see independents offer more to us via quests that don’t automatically mean they join us. Hell, I’d just like to see more quests in general. Some overarching quests like Legendary Heroes and some alternate ways of winning, like a Winning Spell or Final Quest sorta thing.
From the sounds of it, it seems as though it’s selling well enough to warrant an expansion or two. That is frackin’ awesome to hear. Well deserved! It’s most certainly good enough to live up to its hype and that’s high praise indeed.
April 2, 2014 at 14:55 #62522Can you leave the difficulty of certain campaign missions as an option? I kinda liked the challenge of mission 1 on normal. Had to have a few reloads, but I had a 3 armies versus 3 armies battle near the southernmost human city, which I won with just my two heroes left. I was a bit slow in going to the victory condition town, so had to face the enemy leader again, but on the plus side, I got more XP.
I must admit though, I only won the map the way I played it this playthrough because I started with Seeker Enchantment, which is a huge boon for elf and faerie armies. When you can eliminate two big penalties with one spell, pretty cool.
Oh, and in this game my leader got sent to the void once when attacking that same human town, which probably gave the enemy leader time to come and bring a few armies to say hello.
April 2, 2014 at 14:57 #62528an option to disable observing multiplayer tactical combat between other players
Oh wow. So will other players be able to continue to move units around the map, change city queues, etc? If this means what I think it means, that’s amazing news, and very unexpected!
What kind of limitations will it have? Can other players still initiate combat as long as it’s not with a player that’s already fighting another battle? Or is all combat on hold until the manual battle is completed?
It would be neat if other players could pop in and out of observation mode, perhaps by interacting with something at the battle location on the strategic map. Once I’ve finished all of my moves I wouldn’t mind checking out how the battle is going.
April 2, 2014 at 15:24 #62577Thank you Triumph Studios for resurrecting this great game series and giving a massive jolt to the often neglected TBS genre! 🙂
Please be sure to make this patch available to those who have bought the game from GOG.com at the same as those who have bought from Steam. It would be really unfair to the GOG users if they’d have to wait for the patch long after it’s been released for the Steam users.
April 2, 2014 at 15:26 #62588Oh wow. So will other players be able to continue to move units around the map, change city queues, etc? If this means what I think it means, that’s amazing news, and very unexpected!
I’m sorry, but all it means is that you’ll be able to look at things but not change them 🙁 You could read the ToW, look at city production, stuff like that, but not queue items or move units.
I really wish we could allow you guys to change the world while other people are in tactical combat, but it’s technically not an option. We spent a long time researching how we could make it happen, but there are so many problems that we couldn’t do it. Essentially, if you guys wanted to be able to change the world map while tactical combat is running for other players, we’d have to have made a completely different game.
April 2, 2014 at 15:27 #62590Thanks a lot guys! So far I’m really really enjoying the game.
Keep up the good work!
Hopefully the first patch will fix the problem for my laptop with Intel integrated graphics.April 2, 2014 at 15:28 #62596an option to disable observing multiplayer tactical combat between other players
Oh wow. So will other players be able to continue to move units around the map, change city queues, etc? If this means what I think it means, that’s amazing news, and very unexpected!
What kind of limitations will it have? Can other players still initiate combat as long as it’s not with a player that’s already fighting another battle? Or is all combat on hold until the manual battle is completed?
It would be neat if other players could pop in and out of observation mode, perhaps by interacting with something at the battle location on the strategic map. Once I’ve finished all of my moves I wouldn’t mind checking out how the battle is going.
I think it just means that we can do other stuff that doesn’t change the game state – viewing Tome of Wonders, viewing various units that aren’t in battles etc.
April 2, 2014 at 15:32 #62598Anti-aliasing fix?
April 2, 2014 at 15:42 #62619Ok that works out.
Question – what about resolutions higher than 2560×1440/1600? Will this game fully support 4K (should become more popular over the coming years)?
April 2, 2014 at 15:51 #62639We hope so, the patch has code that detects the resolution and allocates memory to the interface system accordingly (where before it just used a fixed amount). The monitor we bought doesn’t support 4k itself, but in principle it should work. If it *doesn’t* work, then at least it won’t fail for the reason that 1440p/1600p fails.
April 2, 2014 at 15:55 #62643We hope so, the patch has code that detects the resolution and allocates memory to the interface system accordingly (where before it just used a fixed amount). The monitor we bought doesn’t support 4k itself, but in principle it should work. If it *doesn’t* work, then at least it won’t fail for the reason that 1440p/1600p fails.
Ok thanks for the update. I guess we’ll have to wait and see when someone gets a 4k monitor what happens.
April 2, 2014 at 15:56 #62646You guys rock!!! I’m astonished by the thought and care you deposit in the game and the fans 🙂
Being able to look at the Tome of wonders, and check city production etc while people fight will be more than enough in my opinion!
If we decide not to watch a particular battle. Will we be able to watch it after it started, or will we have to wait for it to end?
cheers 🙂
April 2, 2014 at 16:21 #62703Thanks – If you like the game, please let it be heard! Like on Metacritic, we’ve seen people spamming 0’s which is a bit unreasonable by any measure. Would be good to compensate. 🙂
April 2, 2014 at 16:32 #62723While playing the campaign, I got a steam message about the update plans. That is what I call support :).
Especially I like these (likely) updates:-
– AI Leaving their walls less quickly in combat. From my experience until now, it seems that the AI does this more often in the smaller battles. In the bigger siege-battles (which are great BTW!), the AI tends to stay behind the walls and position its troops better.
– Previous/Next Button for Cities (added to the city header)
– Quick Save Option.Also other short cuts are welcome btw, like:
– Open spellbook to cast spell
– Overview panel
– Diplomacy
– And a separate action: do nothing this turn (space in AOW:SM) as opposed to guard (do nothing until party is activated by player)At scenario selection I don’t like to see the map-layout. This spoils the fun of exploring!! The same applies to the setup of the leaders at the scenario setup. I don’t want to know my enemies before hand!!
Another small thing. When you can select your hero-upgrade, you cannot see how much casting points your hero has (or am I blind?). Normally this number is placed after the ‘cast spell’-ability, but not when you upgrade. And this number can be kind of important in deciding what to upgrade.
Thanks for a great game and the support!!
EDIT: THERE IS A SMALL MISTAKE IN THE ANNOUNCEMENT. THE LINK TO THE SUPPORT FORUMS LINKS ME TO A GERMAN MESSAGE
April 2, 2014 at 16:37 #62729Hmm, jump in and out of watching the fight? Because some fights can drag on.
In MP i can imagine people trolling and just sitting there thinking “haha lets see how long we can keep them waiting outside looking at cities”.
being able to jump back in and watch the fight ensures they will not do this (fear of getting caught as probability of it is way too high)
April 2, 2014 at 16:37 #62730i especially look forward to the disjunction fix. but don’t just arbitrary gimp the AI to cast that spell, why not give it a % chance failure like in AoW:SM?
This is kind of what we are planning to do as far as I understood from Tombles. The AI will roll a dice and if it fails the roll (depending on difficulty of AI) it will not cast it. Also it should prioritize global spells that negatively effect it’s own cities more than the ones you cast to buff your own.
April 2, 2014 at 16:39 #62737Thanks so much for this great game and the outstanding support.
I’ve been playing non-stop, except when I ran out to buy a new 4K monitor to replace my old 720p TV. The higher resolution really makes all the difference! Wow! The game looks great in HD (even though I’m not able to play at the highest res level yet).
The game is so full of nice touches and great little surprises. Well done gentlemen (and ladies perhaps).
April 2, 2014 at 16:56 #62760Amazing, so glad you guys are supporting the same so quickly and have lots of plans for it. Cant wait to see what’s in the pipe line and I’m having such a blast with the game! 🙂
So glad the ten years wait was worth it. 😀
April 2, 2014 at 17:07 #62774AI Leaving their walls less quickly in combat
Yay! I mentioned that.
If you have a unit with wall climbing, the enemy will simply pour out of their base. Which is stupid as unless the entire attacking army can bypass walls, you only need to sit back and wait for the wall climber to get into range to take them out.
April 2, 2014 at 17:20 #62785Awesome! Looking forward to those fixes.
The game is quite wonderful and you guys deserve great success for your efforts! My only complaint at this point is lack of sufficient time in a day to play this. Would be great if you could fix that in the next patch 🙂
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