Didn't find an explicit option for that. But I guess making someone Board Admin should have the same effect.
[BUG] Score calculation still always uses Adept x0.6 Added to the Trello Board: [BUG] Score calculation still always uses Adept x0.6 I re-finished the completed games I saved. For those that aren't corrupted, score is still calculcated with "Difficulty:Adept x0.6)"; and not with whatever would be the correct multiplier for Archmage (=hardest) difficulty.
trello, that sounds interesting. It's not a tool I have been using (just a viewer so far), but I think we can handle it. Please be aware that the replays might take some time, as this must be processed via our systems.
@doomtrader: Did you get the invitation to the Trello Board? What do you use as bugtracker internally? Most of them have easy-to-use interfaces for outside input, almost always email is an option. If that works for you, I think I saw an option to send Trello posts via email. And the other way around as well, adding comments from outside via email to Trello. I wouldn't even mind to enter/copy stuff in the proper format into your bugtracker, but I feel that asking for access to that is a tad much, coming from a regular player
It's disappointing that you've simply added an upkeep cost to skeletons in order to nerf them. Zero upkeep troops were a unique feature of undead play. If the zero upkeep units were unbalanced, they should have had their stats adjusted first, to see if that could address the problem.
I don't want to burden my guys with one more place to check, so I will take this on me, at least now. When things will become less hectic here, we might join in more people. I got your point phandaal, but I really got trust in my designers regarding this matter. During the talk I have raised the issue to change the stats, but been told it would be better to put some upkeep at this stage. I'm not saying this won't change in one of the future updates. Balancing such big game is not an easy task, so if the solution is not most perfect I'm sure is best one for this moment.
I fully agree with doomtrader here. Lowering their stats would have only marginally moved the problem: even with lower stats, I can still drown you in extremely cheap zero upkeep units. And keep in mind that they weren't limited to Undead. No upkeep for a garrison is a huge factor, especially for keeping down Unrest. My early strategies largely revolved around mass-spamming the Skeletons to garrison my towns. Which freed up *a lot* of resources to funnel into my active armies. @doomtrader: re: Trello Board. No worries, just wanted to be sure you received it (my emails from Trello first disappeared in the spam blackhole). If that's easier for you, enable your email notifications for the board; then you don't need to check manually if anything happened there. Personally, I'll just keep posting bugs/requests here as well, copy/paste is a great invention
@doomtrader - a Request With the 1.2 patch, Planar Conquest is a great game - the best fantasy 4X game I have seen in many years. Please do not let it get messed up. There will be a lot of requsts to "balance" the game. Please be careful - one of the things that made MOM great was it was not balanced to the nth degree. That is, there were still items, spells and units for specific factions that had significant advantages over others. Planar Conquest (PC), already has a reasonable balance but it still has enough advantaged things (for example Titans) to keep the fun factor of sometimes having something overpowered in the game. I would like to suggest that PC balance changes be limited to those thing that could be made an option at game start up. This would allow those people who want more balance and those of us that are happy as the game is to both be able to play the way we want to. Thank you again for all your hard work on a great game. P.S. I am ready anytime to buy more DLC!
@4Xgames, don't worry. Using the word balance I'm not thinking about making all the races equal for example. I'm rather thinking about avoiding obvious exploits that are killing the fun from game. Thank you for all your kind words. @Nullzone, if you can turn on the e-mail notifications for me that would be great.
Another Developer's Opinion on "Balance" First Post here after lurking a bit. I have to agree with Doomtrader on Balance. As this game is not a hyper competitive game I think balance should be handled a bit different. I would prefer each race to continue to be pretty unique even if there are superior and inferior races on paper. Which is pretty much how Masters of Magic did it. The power players can continue to figure out and use the best races and units and other players can enjoy the immense diversity and the joy of overcoming a races short comings. So I I'm not looking for each race to be balanced against each other perfectly. This typically creates a pretty bland game. Keep on Keeping on Wasteland Interactive! Still waiting for my Android copy! David "StormbringerGT" Obsidian Entertainment
I keep stalking this thread but I have to admit this game still intimidates the hell out of me. I am very intrigued but I feel I would be well out of my depth with this one. FYI, and I am very embarrassed to admit it, I was overwhelmed by heroes of might and Magic III
Feedback on v1.2 A few feedback points on my first game with v 1.2 of PC 1. I lost. 2. Independents were as aggressive as always. 3. One of the AI wizards declared war on me and rolled my cities up. I had my normal 8 unit garrisons in each city. He waited until my best army was a long way away from the main area of attack. 4. AI had more balanced forces on offensive i.e. mix of ranged, magic users and hand to hand units 5. AI, however, did not have a good balance of units on city defense - too many hand to hand and few if any of the ranged units. 6. A.I. wizards made much better trade offers and refused bad ones. 7. No bugs noticed.
Very interested in this game, always been scouting here. Only if the AI gets more competent only then will it seal the decision to buy because this game is expensive, apart from 4 races paywall. Hopefully the devs may keep up on the AI & i am worried about low memory crash too on 1 gb device.
I find the game since the patch much to hard on adept. The AI just rolls up to my first city with nine units and wipes me out within 30 turns. Not that I'm very good but at easiest level I would like more of a chance.
Oha, getting busy here Re: Balance. In the same boat as doomtrader and StormbringerGT here. No need to balance "perfectly" (which is pretty utopian anyways), keep the different uniqueness and different powerlevels of the Races, Spell Schools, etc. But yes, carefully change anything that is too extreme. I think it is amazing for such a complex game, that the only thing we found so far that was a bit overboard were the Skeleton Summons. @repulsa: Take the plunge, it is far less intimidating than it sounds Look at the manual, e.g. the buildtrees are far less complex than, say, Starbase Orion or Startraders 4x (*that* is overwhelming, even for me). On easier difficulties it's easily playable and you can have lots of fun without resorting to dirty tricks and hig-level micromanagement. @Angmodurian, re: AI : I second what 4xGames wrote. Only 50 or so turns in with the new AI, and it is vastly improved. The only other Sorcerer I found so far is really giving me trouble now, no more complacent sheep to the slaughter like before. One example: Don't know if that was on purpose or just coincidence, but it was a great experience and wake-up call that the AI got harder: I sit on the right center side of the map, and scouted the lower half. The top half is still a blackbox to me, because the AI residing there actively goes out to hunt my scouts. No idea what is going on up there, I'm just gearing up to scout in force. And for the record, it's not expensive at all for what you get. I'm pretty sure I paid more for the original MoM, for example. A great game like this simply doesn't come for a Dollar @4xGames: What did you play? Race, Sorcerer, difficulty, etc.? And I'm curious how many turns you played before you lost. @mark: Which Race, Sorcerer and Spells did you play? By turn 30, you should be able to defend yourself even against 9 other units (unless those are vastly overpowered, say Paladins against Spearmen). If you give us some more info, I'm sure we can come up with some help. Looks like I'll need a few days to finish my current game (Unhallowed, Water Mastery, highest difficulty, 3 Planes, 4 enemies). If I have time, I'll give an in-between battle report later today.
@Nullzone, I was playing on Wizard difficulty with two planes and three opponents when I lost. My side was Gray Elves with a custom Sorcerer - a mix of fire, earth and life magic. I don't remember how many turns I played before the emd but the AI came at me in swarms of 16 unit armies right after declaring war. It was all over before my only 16 unit army made it back to the site of my 4 former cities.
@4Xgames: Hhmm, hard to say anything specific without having more details. I am around turn 50, and the largest army the AI sent at me was 7-9 units. Tough battle, with what turned out to be an almost understrength garrison (4 Skeleton Archers, a Reaper, a Huecuva, and a Ghoul), against 4 Reapers and 4 Skele Archers, but duked it out The problem could be that you had a main army already. That is quite a resource sink and a high risk/reward gamble on higher difficulties, even more so now with the more aggressive AI. Normally I was romping around with a pretty hefty main army around 25 already. Now, I am nowhere near that level of mobile firepower. Checking back in my guides, my v1.1 Unhallowed play had this as standard garrison: 1 Ghoul, 2 Unhallowed Archers, 2 summoned Skeletons. Nowhere near enough now. My default is 8 Skele Archers, and I am slowly adding at least one Huecuva to each garrison. This eats a lot of resources; my "army" is just a few summoned Nagas, Skele Archers, and one Reaper and Huecuva each. Nothing to write home about for ~turn 50, but enough to take over an enemy town (they're on the way to the first enemy Sorcerer town now) and hold it until it can build its own units. For Grey Elves, assuming you were at turn 50+, 4 towns is definitely on the lower side of things. I'd feel more comfortable with 5+; ideally 7+, depending on what towns you can conquer in your vicinity. On my last Grey Elves game, I had my Capital and another Elf town I founded constantly cranking out Archers and Druids (typically going for 1 Druid for every 3 Archers) for garrisons, while I geared up a conquered Draconian town to produce offensive units for my active army. Spells - Earth, Fire, Life: Without knowing your exact point picks, I can only give general advise. From Life, Tranquility is pretty much a must, to keep Unrest down. Bless & Bless Weapon are good to pimp your strongest unit (should be the Pegasus Rider you get at start). Circle of Protection is great to boost a unit's tankiness, especially for melees. That spell alone won me quite a few battles where I would have been massacred otherwise. Researching Good Harvest and Armsmaster should come first, maybe Heroism if you want to further boost your strongest unit. Fire: Fire Weakness & Flame Arrow are a nasty combat combination, if you absolutely *have* to take down an enemy unit. Hell Hounds are okay as Summon, but the 2 Mana upkeep can be a challenge in the early game. Pro tip: Cast it several times, and "Preserve" the spells instead of summoning them right away. Saves on upkeep, and gives a nice backup army to spring as surprise when needed. I do that all the time now, cast several Summons etc. in advance and store them; then bring them out all at once when the rest of the army is ready to march. The Gargoyles are way too expensive with 3 Mana upkeep early on, and aside from Flying not that good for their cost (their Magic Resistance can be situationally handy, though). Chaos Channeling a few of your units is pretty nice: It doesn't cost any upkeep, and getting Flying or +2AC makes a big difference for a melee unit. If you really need town defense, consider Wall of Fire. From Tier 3, Fire Elemental is a good combat summon. Fireball does nice AoE damage. And Blazing Martyr really boosts a unit's strength, for the price that it dies after combat (hint: use it on a combat summon). Earth: Slimes are one of the best early combat summons. Those cutesy little blobs pack a real punch, and can take quite a bit of punishment in return. If you expect an attack, keep enough Mana reserve to cast your full contingent in a battle. Fertile Soil is great to increase your Food income. Wellspring of Life (heals all units in a town every turn) helps if you are under constant attack and can't take a breath in between. Nature's Eyes (increases town's sight radius by 3), if you need a bit more warning time. Mineral Attunement boosts your Production output, highly recommended. Owl Bears are excellent permanent Summons for early/mid-game; in my opinion way better than the Gargoyles or Hellhounds, because they only cost 1 Mana upkeep. I use them quite frequently, both as garrison troops and in my active army. Acid Elemental is ok as combat summon (I prefer the Fire Elemental). Pathfinder allows your army to travel faster. And Earth's Embrace has the same function as Life's Circle of Protection. For extreme tankiness - at the cost of being unable to move - cast both on the same unit. And I do get a hunch that townwalls will become much more popular now
We are going to start testing 1.2.1 today, so probably you might expect it tomorrow on Testflight. + dawn of the dead fix + fixed Tendrils of Despair + fixed name labels on Planar Shift panel + reduced memory usage: textures; spell particles are loaded on demand; + faster map dragging + nature's cure fix + when a sorcerer lord is defeated, all his/her spells are dispelled + fixed depth issues with city queue + fixed depth issues with animation speed slider + reduced memory usage, increased performance, reduced game size + all unit damage is reduced to minimum during tutorial + forgotten camp desc fix + reduced Phantom Warriors AC by 3 + reduced Crossbowmen, Dwarven Arbalesters and Archers to hit chance by 1 + increased costs of battle summons + decreased bonus points from Butcher discipline to 1 + ai level load fix merge + ai less aggressive on easiest level
How about the memory crashes? Will it crash often on 1gb. About the AI i read that some players mention the defending wizard faction is a pushover. I always love challenging games, hope someone may clarify this. I am on the fence of buying now
Nice, you folks are quite busy. Are those really needed? Phantom Warriors already are glass-cannons, don't think it's necessary to emphasize that even more. Battle Summons get *really* expensive once distance penalty really kicks in. Overall the costs are okay. That certain Summons (Slimes!) are a tad more powerful than others: perfectly okay in my book. Same goes for Butcher: when conquering small towns, it doesn't matter much if you have Butcher or not. However, with larger towns I have seen population killed in excess of 5000 with the trait; which really takes your gains down a few notches, when a town goes from "major metropolis" to "depopulated wasteland" during a hostile takeover. Lengthier ramblings about summons costs: If you increase the cost for Battle Summons, gameplay will very likely shift away from those (I can do without just fine, if I have to), and towards other means of increasing military power on a tactical/battle scale. I am worried that this will lead to a "balancing spiral" when people discover the usefulness of other stuff besides battle summons (e.g. if I hadn't lacked battle summons in my Life Mastery game, I would never have found out just how good Circle of Protection is). My advise: Let people adjust to the new AI and see how things go for a few weeks, before making further balance changes. You aren't in any rush to do so, quiaff? Playing with 3 Planes and 4 Enemies, no crashes so far. *Points up to the recent posts* That challenging enough for ya?