Launch, Reception and first update plans!

Hi everybody,

The dust is settling after launch; so it’s time for an update!  The team is very happy and humbled with the overall reception so far: reviews, sales, but most importantly we’re happy with overall fan reaction. But of course we can always do better. We’ve spent 39 months developing Age of Wonders III, and we’re planning on supporting the game for a long period of time. We’ll release patches, free new features and dlc/expansion packs and we’re looking forward to implementing lots of feedback from the community.  For the first update/patch, which will go live in the coming days we are looking at the following items:

Likely fixes:

  • WQHD / QHD (up to 2560 x 1440 / 2560 *1600) native resolution display support (the Black & White boxes and blurry text should disappear)
  • Frame Drops, particularly when having an army selected removed.
  • AI Difficulty lowered for “Squire” – people dying in the first Elven Court mission is not good.
  • AI Global Spell Disjunction Spamming is limited
  • AI Leaving their walls less quickly in combat
  • Disabling of controller / joystick input to avoid camera drift
  • Saving profile – e.g. graphics settings – fixed for the ‘Guest’ account.

New Features:

  • Previous/Next Button for Cities (added to the city header)
  • Quick Save Option.

This update should drop in the next couple of days. Steam versions will update automatically, and a patch will be downloadable from GoG. This is just a start! We have many other updates and fixes in the works, including an option to disable observing multiplayer tactical combat between other players.

We are also looking for additional fixes for people having troubles with the online account system, folks getting the game to run through their routers, and compatibility with certain integrated Graphics Laptops / Tablets.   Please check the Support Forums and Knowledge base for updates and don’t hesitate to contact us when you have trouble getting the game running smoothly on your equipment.

Thanks for your support!

The Team @ Triumph

 

For additional reading, some recent English language reviews / accolades:

 

 

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Home Forums Launch, Reception and first update plans

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This topic contains 137 replies, has 89 voices, and was last updated by  Garresh 5 years, 4 months ago.

Viewing 30 posts - 31 through 60 (of 138 total)
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  • #62822

    Riaktion
    Member

    This is all fantastic news, already looking forward to new expansions and DLC, but I have so much to play with AoW 3 at the minute!

    Thanks for the update on the proposed patch, you’ve addressed pretty much all the issues I’ve been having (frame rate drops in particular with unit selected) and can’t wait for it to appear.

    Thanks again Triumph, I paid for this game, full digital deluxe version on release rather than waiting for a sale or some such exactly for this kind of support. I wanted to support you as developers in kind.

    Congrats and well done, thanks for years of fun with the AoW series so far, I hope this once can become a classic as well!

    #62845

    Bascelik
    Member

    Any plans on fixing units look in future (for example Phantasm Warrior and Ancestral Spirit looking the same)? It was done before with shadow magic vastly improving dragon look (from http://aowArray.heavengames.com/pics/units/Draconian_Red_Dragon.gif to http://aowArray.heavengames.com/aowsm/pics/units/draconians/reddragon.gif).

    Sorry i just cant join blind praising of the game, so many units reusing same model irritates the hell outta me… Never ever expected it ,coming from AoW2…

    #62846

    Reefpirate
    Member

    Hey great work guys! I’m having a blast with this game… 10/10 from me!

    I’m also absolutely ecstatic that you’re continuing to support and improve the game. The game is a brilliant foundation just waiting for new spells, units, mechanics etc.

    – And a separate action: do nothing this turn (space in AOW:SM) as opposed to guard (do nothing until party is activated by player)

    It’s already in the game… I don’t know if this guy will come back and read this but you can press ‘J’ for ‘do nothing this turn’. It’s also the Green Arrow button on the right of the army info panel (opposite the Camp button). I’ve been using this button a lot…

    And that button works wonders with the ‘To-Do list’ making managing a large empire extremely easy. I don’t know if this To-Do List concept has been used in 4X before (I haven’t played Civ 5 yet… I know crazy) but it’s fantastic.

    #62849

    Targas
    Member

    Very nice to read of your great support plans. If I would want something implemented at a later time, it would be the possibility to play AOW3 in Play by EMail (PBEM) mode at a later time, if possible.

    #62854

    Epaminondas
    Member

    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.

    I don’t like this solution either, as it sounds a bit arbitrary and unfair for the AI. I prefer that the resource bonus that the AI gets be reduced or even equalized as far as Mana is concerned (I don’t mind near infinite Gold resources for the AI).

    #62912

    Karmah
    Member

    So great !
    A small patch right after release , that’s very very promising for the long run !
    Again congrats on this game

    #62931

    gandrus
    Member

    Thanks, for this fantastic game, and for all the support! Well done! 🙂

    #62939

    does this mean the IP VPN fix wont make it into the update?

    #62972

    Community interaction 101: Keep the rabble informed! 😉

    Off to a great start Triumph! Apart from releasing the best game of 2014 (the Witcher 3 got pushed to 2015, so…)

    Anyway, got an ETA on the Tigrans yet?

    #62990

    Unknown250
    Member

    Looking great. I’m particularly excited to see the frame rate drops addressed.

    Now just make multiple figures optional to ease the pain on those of us with old computers, and bring back the minimap for combat and the ability to make playlists (Seriously! How did that get overlooked? Love and Death needs to be on demand! LOL) and we’re golden.

    #63007

    oasis
    Member

    Can you guys also somehow fix it so that I have more free time to play this amazing game? Thanks in advance.

    #63016

    Kubera
    Member

    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.

    I do not quite know the issue. Players see a black screen? They may at the time of the “black screen”.. I think the opportunity to:
    1. “read the encyclopedia”
    2. chat (there is a common player chat?)
    3. see the event log (past 10 turns)
    It would be very helpful

    p.s. I guess it’s all in the game.
    p.s.s. In SotS2 have a chat among all players to server.

    #63027

    – And a separate action: do nothing this turn (space in AOW:SM) as opposed to guard (do nothing until party is activated by player)

    It’s already in the game… I don’t know if this guy will come back and read this but you can press ‘J’ for ‘do nothing this turn’. It’s also the Green Arrow button on the right of the army info panel (opposite the Camp button). I’ve been using this button a lot…

    I thought that ‘J’ was for ‘removing a city from the to-do-list’. Maybe I am wrong. I’ll check next time I play. Thanks for reaction!

    I like also to have a fast automove. Now with ‘M’ you can move a party automatically on their path. This is very handy, but can you also speed this up, like double-click when you move a party? Likewise, a double-click M could fastmove a party on their party. This would be very handy.

    …. and the ability to make playlists (Seriously! How did that get overlooked? Love and Death needs to be on demand! LOL) and we’re golden.

    Yeah, bring back the playlist!!!

    #63079

    chat (there is a common player chat?)

    Yep seen it in BBBs multiplayer video 🙂

    #63091

    CEZ
    Member

    I’m glad (but not surprised) to hear you guys are listening to (and acting on) feedback so soon after release, kudos to you! 🙂
    It’s a cracking game and I’m sure it’s only going to get better.

    #63122

    Rhaeg
    Member

    Great to hear you’re working fast to release some kind of patch soon!

    Of the stuff mentioned I only have some input on “AI Difficulty lowered for “Squire” – people dying in the first Elven Court mission is not good.”

    As an AOW veteran, I have to say that playing against AI feels different from how it was in the previous 3 games. I have only played the elven court campaign’s first 3 missions so far on the standard difficulty setting, but the AI seems to be pumping out armies at an insane rate. The AI seems on par with the harder levels in the Shadow Magic campaign, not because it is doing brilliant stuff in combat, but because it is spamming units at a very high pace. I do not mind personally, but I can imagine it’s a bit hard for newcomers (though I did not try the easy setting yet, I think medium should be easier on the early levels).

    Other than this, I just want to say I am really enjoying the game! I can already tell this one will keep me hooked for a long time to come 🙂 Looking forward to any patches and improvements, and hopefully sales are good enough for a serious expansion!

    #63146

    Riaktion
    Member

    Frame Drops, particularly when having an army selected removed.

    I’m super glad about this as I have mentioned earlier… however I am very curious to know what is causing it? I’m guessing as you’re going to fix it you know the issue?

    And how come it is impacting some systems and not others?

    It is such an interesting issue I just find myself curious. Can you tell us the cause?

    #63245

    leechriswy
    Member

    Would there be specialized, more unique additions to race/class combos? Or the idea to pick between various specializations/perks in classes. That way, such combos aren’t confined to a specific playstyle.

    The campaign was pretty weak to be honest, but then again, we have 6 races rather than 12.

    I can’t wait for Necromancers to come out.

    #63265

    Great to hear!

    Particularly the FPS drop when units are selected on the strategic map. Amazing work so far though guys, I adore the game and have been dumping all my free time into it. Looking forward to the future, I know you guys will endeavor to make it even better!!

    #63283

    Tombles
    Keymaster

    I don’t like this solution either, as it sounds a bit arbitrary and unfair for the AI. I prefer that the resource bonus that the AI gets be reduced or even equalized as far as Mana is concerned (I don’t mind near infinite Gold resources for the AI).

    Erwin isn’t entirely accurate into the change I made. Basically, the AI looks at global spells and checks if any of them are affecting it. If they are, there’s a good chance it will try and dispel them within a 2 or 3 turns. If the spell ISN’T directly affecting the AI (e.g. It’s a buff spell that buffs you, but doesn’t negatively affect your enemies), then the AI might decide to dispel or it might not. In our tests, a Lord AI would dispel one of your globals once every 10 turns or so. The more globals you have, the higher the chance the AI will remove one.

    If the AI *doesn’t* dispel something, it will instead cast a summon spell or something like that. Essentially, this was the only real fix that was guaranteed to work, if we’d cut mana income, we might have accidentally crippled the AI in some other way. We didn’t want to change the mechanics of dispelling by adding a failure chance, because that would affect human players as well and we didn’t have enough time to evaluate and test the consequences of such a big change.

    I did also add a chance so that the AI will sometimes not cast a spell/dispel at all during a turn. This is only on knight/squire though, and it’s just part of the fixes we were putting in to make the lower difficulties more forgiving.

    #63290

    melkathi
    Member

    Can you make sure that the Warlord AI doesn’t spam that one spell repeatedly that creates irregular units from population? In elven Campaign 2, the orc pretty much crippled his economy using that.

    edit: *grumble* goblin berserkers’ man-skirt clips with their legs :/

    #63294

    Tombles
    Keymaster

    Yeah, it won’t be in the next patch, but I really need to look into that. Funny though it is to see AI cities guarded by huge armies of irregulars, it does feel pretty broken sometimes.

    #63304

    melkathi
    Member

    And those gits are dangerous. They are nearly guaranteed to kill one of your units on the first round. 10 javelins to the face can kill anyone 🙂

    #63310

    Gamling
    Member

    Thanks for a great game. Just wan´t to report a crash that might be repeatable. After my egg hatched and I equipped it and then I saved. When I reloaded the game did I get the same “hatching” message again but when I clicked it did my game crash probably since the mount was already equipped. This happened twice so third reload did I just delete the message and then I could continue playing.

    The turn messages after reload seams a bit broken. I get diplomatic deal messages from AI that I already dealt with before I saved and then reloaded. I think you need to check somehow which messages are still there to be dealt with when saving, or I guess other crashes could occur.

    #63325

    One of the other questions being tossed around now is about mountains and making inland natural borders without water?

    Are we likely to get something like that? Even if it’s just the center, tallest mountains blocking LoS from everything including towers that’d be pretty sweet. Another suggestion is that without mountaineering, that the pace of units is only 1 tile at a time, making it so that going over mountains is next to impossible and choke points in passes are actually useful.

    #63333

    Narvek
    Keymaster

    Thanks for a great game. Just wan´t to report a crash that might be repeatable. After my egg hatched and I equipped it and then I saved. When I reloaded the game did I get the same “hatching” message again but when I clicked it did my game crash probably since the mount was already equipped. This happened twice so third reload did I just delete the message and then I could continue playing.

    Thanks, I had the same issue last sunday and it was actually fixed in our internal build today, should be making its way to you guys in the patch, or if it’s not tested enough yet in a future one ^^

    #63340

    iceboy
    Member

    <div class=”d4p-bbt-quote-title”>Epaminondas wrote:</div>
    I don’t like this solution either, as it sounds a bit arbitrary and unfair for the AI. I prefer that the resource bonus that the AI gets be reduced or even equalized as far as Mana is concerned (I don’t mind near infinite Gold resources for the AI).

    Erwin isn’t entirely accurate into the change I made. Basically, the AI looks at global spells and checks if any of them are affecting it. If they are, there’s a good chance it will try and dispel them within a 2 or 3 turns. If the spell ISN’T directly affecting the AI (e.g. It’s a buff spell that buffs you, but doesn’t negatively affect your enemies), then the AI might decide to dispel or it might not. In our tests, a Lord AI would dispel one of your globals once every 10 turns or so. The more globals you have, the higher the chance the AI will remove one.

    If the AI *doesn’t* dispel something, it will instead cast a summon spell or something like that. Essentially, this was the only real fix that was guaranteed to work, if we’d cut mana income, we might have accidentally crippled the AI in some other way. We didn’t want to change the mechanics of dispelling by adding a failure chance, because that would affect human players as well and we didn’t have enough time to evaluate and test the consequences of such a big change.

    I did also add a chance so that the AI will sometimes not cast a spell/dispel at all during a turn. This is only on knight/squire though, and it’s just part of the fixes we were putting in to make the lower difficulties more forgiving.

    Please don’t add this to knight setting a lot of us want an AI setting that plays at its best but just does not get any cheats 🙁

    #63349

    Yeah, it won’t be in the next patch, but I really need to look into that. Funny though it is to see AI cities guarded by huge armies of irregulars, it does feel pretty broken sometimes.

    I dunno, I rather like it. Especially seeing as I play as a Warlord and use the militia quite often. Orc Spearman are fantastic, the javelins are icing on the cake. Honestly they make up a large core of my armies as I can have towns build higher tier units while I summon one or two Spearmen. Plus as a Warlord it’s one of the best uses for all your mana once you have a few of the Empire wide spells up.

    I would be very disappointed to see the AI lose it’s effective use (note I haven’t played vs an AI Warlord yet) of this spell as I spam it myself. If they’re ruining their towns with use of the spell however that’s another story, but it would take A LOT of uses to have that -100 really be detrimental to a town.

    #63403

    miwiro
    Member

    I’m having problems installing it from GOG.com I think the patch provided was a 32bit for Windows when mine is a 64bit, I have asked for support via GOG and still waiting. I tried running it in various compatibility modes and it just won’t execute!

    #63418

    oskarb76
    Member

    Would it be stupid to be able to control the difficulty of independants so you could slow down player expansion with higher difficulty. Also is there a way to put some optional rule when you make world that affects city spamming. thank you for a great game.

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