Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
Published on July 30, 2010 By Draginol In Elemental Dev Journals

As we move towards release many of the assets in the beta make their exit. We shall miss them (well, maybe not).

The finished quests start to get put into place, the finalized notable locations begin to be inserted and the unreleased spell books and special abilities start to get implemented.

The beta program has largely been about testing out systems and mechanics. Some mechanics, like the per city level building limiter, didn’t survive. Others, like influence based resource control, replaced them.

Memory Problems

The area we need the most help on right now has to do with out of memory issues. This is something we’re very concerned about because it’s not easily repeatable (but very easy for those who run into it).  So we’ll be asking users who run out of memory to get us their debug.err and their saved games so we can look at it. It could be as simple as some building in the game taking up some crazy amount.  It shouldn’t be hard to track down something that eats up over 100 megabytes per turn (or so you’d think anyway).

The other area we’d like to hear from you are all your ideas, suggestions and wish lists.  We want to make sure Elemental is something really special on day 1 as well as set the game on the path to evolving over time.

New Quests

One of the types of quests that I’m enjoying are the ones where you have to collect various items and bring them back to someone to get them made into a special item.  I’m looking at adding the ability to trade these items between players so if the AI players have found Midnight Stones (for instance) and you need one more to get the boots of eternal dodging then you can trade with them for that midnight stone (and vice versa if they need something the AI can come to you and try to trade for it).

Special Abilities

Here’s a sampling of some of the special abilities we’re putting in:

Poison Shot
Tangled Web
Vengeance
Sanctuary
Deadly Bite
Immunity
Blink
Rain of Stone
Flame Strike
Maul
Sprint
Savage Strike
Confusion
Drowning Strike
Crushing Blow
Dominate
Hurricance
Backstab
Tremor
Searing Attack
Agonizing Fear

But if you have your own special abilities you’d like to see, go ahead and post them and explain what they do. Keep in mind, the more convoluted they are, the less likely they are to go in (e.g. Moonlit Dance – if full moon, target unit has a chance of doing a special dance that causes adjacent units to mimic dance draining them of their will to live if they have an intelligence less than 8 but greater than 4).

Anyway, we’re pleased with how the game is turning out. The only thing we’re sweating right now really is the out of memory issue.


Comments (Page 5)
on Jul 30, 2010

The AI opponents trading must be closely balanced or it will be GalCiv all over again, where every AI has every tech and bobble the world has to offer = not fun. The concept is acceptable, but the devil is always in the execution.

As to ability ideas minor elemental resistance, one per elemental type 20-40% resistance to that damage type.

Major elemental resistance 60-80% resistance.

Elemental immunity 100% resistance less other modifications, to one elemental type (fire, electricity, etc.)

Metal immunity as above but  only to metal weapons.

Darvroth

on Jul 30, 2010

I would love to see the item shop interface get some attention, it would be cool if, for example, when you mouse over an item in the shop, a pop up window would show how your stats are going to change if you equip that item and possibly show what the equipment would look like on the hero. currently its a bit clumsy to equip multiple heroes

 

Hope its on your to-do list

game is coming together nicely and im especially happy with the performance tuning that has been done, i finally getting good framerates!

on Jul 30, 2010

Belwolvie
That the game utilizes an organic satellite community growth method. So that way, as your city grows, it naturally gets supported by larger and larger communities that do not live directly in your community center but support it.

 

Dont know if im following 100% but there was a game called Kohan which i really enjoyed playing (fantasy RTS) that you had to build more cities and pick how you wanted to build their resources so your overall pool (gold wood metal magic ect) could support your army. i recommend the 2-D sprite one, not the 3-D one.

on Jul 30, 2010

VermillionChaos

Quoting Gorstagg, reply 59
I would beg to differ, my idea on satellite community growth is actually a new idea, and hasn't been replicated in any other game that I know of. This would be the first of it's kind if it were to happen here.
But I do agree, that more ideas are a good thing. And there are many they can explore now!

Actually you should definitely try 'Dawn of discovery'. You very much do satellite and specialized cities for production/food :}.

I may have to give it a shot, as I've not played it before.

Blackoth

Quoting Belwolvie, reply 57That the game utilizes an organic satellite community growth method. So that way, as your city grows, it naturally gets supported by larger and larger communities that do not live directly in your community center but support it.

 

Dont know if im following 100% but there was a game called Kohan which i really enjoyed playing (fantasy RTS) that you had to build more cities and pick how you wanted to build their resources so your overall pool (gold wood metal magic ect) could support your army. i recommend the 2-D sprite one, not the 3-D one.

More of what I meant by organic community growth was that as your city gets bigger, new communities form around it. (Though I would like to see more specialized options than what's currently available for a city when it levels up.)

on Jul 30, 2010

I have a couple suggestions, though the abundance is already pretty high.

Heart's Fire - Cast a tactical spell from hitpoints instead of essence and ensure max damage, might qualify as more of a spell you'd prepare as an enchantment pre-battle...

Mob/Pack Mentality - Units gain increased attack in parties, and in groups of individuals of 3+

Fanaticism - Never panics, 1.5x normal morale bonus, can't retreat

Ritualist - Can combine Essence rating at 1/1 ratio with another unit to cast spells, with exponentially diminishing returns per extra ritualist added

Tranquil Fury (Yep, right out of tvtropes) - Champions only; When army is at half strength and unit is at (>50%) hp, (Constitution)% chance of +4 str, dex, and +1 combat speed, and immunity to morale

Cut and Run - Disarmed, but receives +1 combat speed (in addition to speed gained for losing equipment [which is not replaced at battle's end], for the sake of retreating

on Jul 31, 2010

Can an option at game creation be turned on so we can choose if we want goodie huts?

on Jul 31, 2010

One idea I'd like to propse, borrowing from AoW series

 

allow gain of special abilities at random as a choice for level up.

 

 

on Jul 31, 2010

What about cursed items or items that only benefit one faction and curse the other? Thatd be kind of cool. What about various acts that please gods at random that create random world effects in the game?

on Jul 31, 2010

the randomly spawned guardian units need to be more buff :/ 

on Jul 31, 2010

Special Abilities

1. Stealth - allow units to sneak up on an enemy.

2. Steal/Pickpocket - allow a unit steal items/gold from a unit vs. preforming an attack.

3. Beast Master - ability to capture & train creatures vs. just killing them.

4. Raise Dead - Create a skeleton from dead units on the tactical map.

5. Transmutation - Ability to convert one resource into another (iron to food, gold to crystals, etc.).

 

 



 


on Jul 31, 2010

Just a couple of ideas ->

Auras -> heat/chill/etc -> Periodic damage [Ex.:5fire dmg/turn] if an unit stands near the creature.

Disease  Cloud -> Breath attack, which does X damage/turn in a small area & spreads disease amongst the other units. Diseased units will take X dmg / turn and it also weakens them. [- to their dmg]

Paralyze -> I don't think that I must explain this one.

Teleport -> The ability to teleport on the battlefield.

Stone Gaze [ranged] / Petrify [touch] -> Turns the target to stone.

Ethereal -> Non-magic attacks hit only X% of the time.

 

on Jul 31, 2010

i like your idea about satellite communities Gorstagg. it just seems weird to have my territory covered in mines, farms, temples, and libraries. and not have small clusters of population running them. would be cool if, as a city level up bonus, you could build a small village attached to an outlying resource.

on Jul 31, 2010

Healer.  Improves healing rates of units in the same tile.

Diseased.  Reduces healing rates of units in the same tile.

Plaguebearer.  Any unit attacked in combat has a chance of becoming plagued, losing attack and defense and taking 1 damage per turn.

Acrobat.  Gains extra dodge bonus.

 

on Jul 31, 2010

How about:

Beta tester- Cause unit to stop doing anything but play Beta 4, and pull their hair out waiting for release

on Jul 31, 2010

My wishlist relates to the AI for computer allies:

-I would like having preferential trading terms with computer allies, such as being able to trade for that midnight stone more easily from an ally versus a neutral party (even if this is as simple as neutral party wants 200 gold, ally only wants 150 gold).

 

-A more complicated addition would be having your computer ally help you in attacking the same opponent with coordinated attacks on their kingdom, and possibly even allowing tactical battles where the AI joins your army to fight an enemy at the outset.

 

Game is looking/playing great!

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