March 15, 2015 at 18:26 #167144
Woooho! Great job guys!March 15, 2015 at 18:27 #167145
It does seem to be very easy to make a city a vassal…but then again I suppose rolling up with an army and slapping them is pretty easy too. Are they influenced by military strength in their decisions the way the AI is? I can’t really tell since they don’t specifically mention it the way AI players do now. Speaking of which, I absolutely love the little messages the AI gives now just to threaten or plead. It makes them feel more alive and fun to play against, especially since they are better at the game with the recent changes.
I keep hearing people talk about AI behavior profiles but I haven’t seen them anywhere in the game. There doesn’t seem to be any options that I can find to make leaders diplomatic or aggressive or pursue certain strategies. If the profiles are simply hidden from the player but still there….it somewhat defeats the point of having them. Also, they don’t seem very apparent, if they are in already it seems that standard gameplay influences like military strength of the players or seal victories really have a bigger impact on their decisions.
I really love that the AI doesn’t immediately jump at alliances now, but perhaps some things should make them a bit more willing to ally? I’ve had AI that was friendly all game, we’re the last two standing, I own something like 95% of the map and have him surrounded in his throne with full stacks on every tile. Allied victory is on. I offer alliance, he turns me down and dies. That is kinda silly.
On a similar note – it is way too easy to backstab allies. A one turn wait might be work for a peace agreement but an alliance should be a bit more firm, especially with how hard they are to make now. The AI will let you drive right up to their throne + leader with a giant force, no enemies in sight, and let you boot it out of the game. Doing so also has no real diplomatic penalties. That sort of treachery should have a really big impact on how other players view you!March 15, 2015 at 19:05 #167157
It does seem to be very easy to make a city a vassal…but then again I suppose rolling up with an army and slapping them is pretty easy too.
Yeah, I honestly dont know if this is too easy or not. I get a lot of income from vassal cities, and theyre pretty easy to get. I think maybe the larger a city is, the higher the relationship you need with them should be.
An outpost is probably going to be pretty eager to make some friends, but a metropolis is likely to demand a bit more from you.March 15, 2015 at 23:42 #167261
I noted that it was easier to vassal or own a city the actual turn you completed a quest for them. 280 the turn before, 220 (or similar) the turn I did the quest, 280 the next turn. If generally true, worth bearing in mind.
I think you get too many quests from Vassals and Independents. It could be toned down a little.
Also, it seems to me that the quests do not scale with the rest of the game difficulty, or, more specifically, site defender strength. I typically play with maximum defender strength, which means you need a much stronger stack just to clear a mine or tower, but the quests are super easy by comparison. So the tactic must be to sit around and just do quest after quest, gaining the money or units, because everything else is quite hard work.March 16, 2015 at 01:01 #167280
TheInternetJanitor – AI Profiles are defined by their specialisations, so you are choosing them, just not from a drop down list.March 16, 2015 at 04:26 #167327
Good to know Raven! That should probably be explained somewhere in the actual game to the player though. Ideally in the leader creation screen, right there in the description of the specializations. The new UI additions there are fantastic but that is pretty important information to give the player. Tossing it in the tome would be good too but it needs to be readily apparent in the UI.
Something like “An AI player with this skill is more focused on military conquest” or “this spec will encourage an AI to focus on research” etc would probably be enough. I don’t know how much each spec choice changes the AI but for AI profiles to matter they would have to be fairly distinct in gameplay, so one sentence should be enough to explain them.March 16, 2015 at 17:33 #167675
Has anyone else fought ghouls yet? Came up against a human sorcerer today, who cast a spell that raised any of her units that died in battle as ghouls. I had to fight several dwarven firstborn twice, first as dwarves, then again as ghouls. I wasn’t aware ghouls were in 1.5 before the Necro’s.
Otherwise, it is all going well. Having to get used to the new racial advantages and disadvantages, but otherwise its great fun.March 16, 2015 at 20:08 #167751
I have only run into ghouls inside of tombs… and then only the hellhounds that I kill, coming back for another pass. From what I can tell, ghouls are a new addition to the base game, it is only the Necro class itself which is not.
However, I am not aware of any effects outside of the expansion which would allow for ghouls to survive past the end of combat… so they are still going to be significantly different in Lords.
Also, archon undeads got buffed.March 17, 2015 at 22:55 #168191
I love the campaign I started with the beta. The game keeps on getting better ! That’s incredible ! Of course the vassal feature needs balancing I feel that the AI doesn’t know how to take advantage of it as the player does.March 18, 2015 at 03:05 #168273
I have been messing around with a couple class/race combos and am very impressed with the changes in beta. The tactical AI has certainly kicked it up a notch and is now much tougher. You will never look at spiders or wisps the same way I guarantee.. 🙂
Engineers are now far easier to level up, so not only will you have the inherent ability to repair, but some extra units should be available to help with repairs the manual way. The combo of blunderbuss and the flash grenade is a good one for them and makes them far more useful.
Taunt had its range reduced to 5. Agree with that whole heartedly.
Runs well on my Win 7 system. The only thing I notice is the wheel in the lower right for when the AI is running will stop at the end of the neutral movement segment, then start up again after a pause. Didn’t notice that before.
I also like the changes to the water movement.
Overall this looks terrific so far. Well done!March 20, 2015 at 08:42 #169461
Have to wait one more week before getting my pc back on. So have fun guys. I’ll be joining in later 🙂March 20, 2015 at 10:19 #169527
I have realise that arcane arrows had been remove from ToW after the update of 1.533 any details that the Dev can share?March 20, 2015 at 11:28 #169572
Cheers for the change on the tribute and the adjustment on the quests’ rewards.
PS Please show me the purchase button for Eternal Lord my computer screen already have markings from the cash I threw on it.March 20, 2015 at 12:20 #169594
I very much like small boosts Arch Druid received. It was weakest and most boring class for me before, now this awaken spirit ability, armoured shamans for dwarfs and better Call Beast Horde i love to play him! Only need polar bear summons for dwarfs and frostlings atleast. I do love more skills in crafted items! Some amazing pieces of equip can be made now. THIS GAME RULEZ! Give me my expansion and start working on next one 🙂March 21, 2015 at 20:51 #170345
Could you PLEASE!!!!!!!!!!!!!! make a setting where I can disable Tier 4,3 etc. units???? Or just make the cpu GOOD and not only a GOOD cheater 😉 King is way to easy and on emperor the cpu got 5 Mancticore with one city ( can’t even pay them! ), always starts with a T3 unit and 4 other units more than me etc. I would be really happy if I could disable T4 units because I don’t like them, because cpu only rushes in 15 rounds to T4 thats boring. I like battles with T1-3 units so feel free to make more of them 🙂 A setting for max city growth would be awesome too! But don’t get me wrong I love your game and can’t wait for new Add on!
GreetingsMarch 23, 2015 at 02:25 #170744
Is anyone finding it impossible to complete the commonwealth campaign since this patch? I literally cannot beat mission 2, the game keeps bugging out.March 23, 2015 at 11:26 #170849
The beta is great. Smoke enemy indicator is nice, but… It works on the watter too.March 23, 2015 at 22:06 #171344
Is anyone finding it impossible to complete the commonwealth campaign since this patch? I literally cannot beat mission 2, the game keeps bugging out.
This is my experience as well. It’s especially annoying since literally all I need to do at this point is move Laryssa [sp?] to the dwarven city, and I’m about four turns out.March 23, 2015 at 22:19 #171356
We just put up an update today; do these hangs still occur?March 23, 2015 at 22:47 #171366
This was maybe 75 minutes ago.March 23, 2015 at 22:51 #171370
Could you please send us a save? (see bug reporting guide)March 23, 2015 at 23:04 #171374
I’m sorry, I got fed up with it not working and used the debug mode to cheat my way past it, so no saves exist except for the save after the victory of the previous missionMarch 23, 2015 at 23:13 #171376
SentMarch 24, 2015 at 05:11 #171466
We just put up an update today; do these hangs still occur?
So whats in the new update?March 24, 2015 at 09:20 #171518
Now on build 14682 (according to launcher), and v1.536 (build 15513) according to game.
No lockups on this version yet.
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