Ok, that came kinda out of nowhere for me.
http://www.rockpapershotgun.com/2013/02/06/age-of-wonders-iii3threeiii%C2%B3-announced/
QuoteThere is to be an Age Of Wonders III. Or 3. The press release calls it both. I shan't commit until I see a box cover. The Dutch devs, flush on the success of Overlord 2, have announced their next project... hang on – didn't Overlord 2 come out four years ago? What have you been doing for four years, Triumph?! Making Age Of Wonders iii it seems, 11 years after the last one.
It's to be a "modern reimagining" of the series, which presumably means it's no longer set in those old fuddy-duddy times of wizards and magic, to, um, the modern wizards and magic? There's word of RPG elements sneaking their way into the RTS, with leaders of empires based on such classes. Development Director Lennar Sas explains,
Quote"For example: as a Goblin Theocrat you can build your own holy empire, recruit little goblin crusaders or cute winged goblin angels equipped with flaming weapons, and wage war on your heathen enemies. We want players to be able to choose between lots of different play styles, without being restricted by fantasy clichés, like All Goblins Are Evil."
Thank goodness, an end to the awful representation of goblinkind in gaming.
It'll be in a shiny new engine (as you'd hope, with the last game coming out in 2002). Would you like a feature list? I bet you would.
- Explore, expand and exploit a living fantasy world. Discover wondrous locations and gather legendary heroes.
- Develop your domain, with many classes having the ability to change terrain and climates to suit your needs.
- All new 3D graphics that provide a crisper and more detailed overview of the world and battle maps.
- New styles of play are possible with the introduction of RPG style leader classes like warlord, theocrat, rogue and sorcerer, along with a wide selection of specializations.
- Command a variety of races. Pick your starting race and shape your people's destiny using your leader's unique skills.
- A brand-new tactical battle system renders each battlefield and siege in great detail; new rules include flanking and a massive set of special unit abilities.
- An epic story campaign with two playable factions;. Choose the mighty Commonwealth Empire or join the Court of the High Elves, founded after the reunion of the Dark Elves and Wood Elves.
- Compete online in extensive multiplayer modes and scenarios.
- High replay value through random maps, difficulty modes and tools allowing user created content.
And here's the announcement trailer:
http://www.youtube.com/watch?feature=player_embedded&v=BHdojrcu61E
RPS' article non-withstanding, the game will be turn based, not RTS, according to Eurogamer:
http://www.eurogamer.net/articles/2013-02-06-overlord-dev-bringing-age-of-wonders-back-this-year
QuoteDutch studio Triumph (Overlord) is bringing the Age of Wonders strategy RPG series back to life with Age of Wonders 3.
Triumph co-created the series with Epic Games in 1999. The last instalment in the series was Age of Wonders: Shadow Magic in 2002.
Triumph is targeting an autumn 2013 release for Age of Wonders 3 on PC, but won't force it if it's not ready. There are plans for a Mac version - maybe even to launch simultaneously - but these aren't set in stone. Later on, a tablet version may appear.
It's not a Kickstarter project - work began in 2010 before the Kickstarter boom - and it doesn't have a new-age business model. Age of Wonders 3 has high production values and will be sold on Steam and Good old Games and in boxes in regions where that's appropriate.
Who's funding it? That's a good question. I spoke to lead designer Lennart Sas and he told me the game's "big partner" is an announcement for a later date. Note the way he said "big partner" and not "publisher". I asked him to clarify this and he said "that would sort of spoil it [the announcement]".
Then I asked him if the "big partner" was Epic Games, given the studio's history with Age of Wonders and its presumably large amounts of money. I think I caught him off guard.
He laughed and replied: "You've been reading up! That's something for a later moment."
Epic Games has partnered with studios in a kind of publisher role before. Perhaps this also means Epic Games has acquired a stake in Triumph too, although that's just speculation.
In Age of Wonders 3 you'll attempt to lead your empire to glory. The leaders of each empire are varying types of stereotypical fantasy heroes: rogue, druid, priest, warrior and engineer.
As in the Total War games or the Heroes of Might & Magic games or the King's Bounty games, there's an explorable world map with oversized heroes/pieces that you move around. There's also a separate battle screen where fights play out.
In Age of Wonders 3, battles are turn-based. There's a simultaneous turn-based mechanic which means you don't wait to make moves and the battle is sped up as a result. You can auto-resolve - have the AI play out the battle for you - too.
Because battles aren't real-time, Triumph has been able to establish a play-by-email multiplayer mode - as well as a raft of fight-there-and-then multiplayer options. The play-by-email mode lets you take your turn and mail your move to your friend, inviting them to take their turn when they're ready. Video replays show you what happened turn by turn. You can have multiple battles with different people on the go at one time.
A scenario generator will be able to churn out limitless content, and there will be a toolset available to the community to build your own content with.
Post-release you can expect a more classes, races, city upgrades, units, heroes, magical items, spells, map locations, scenarios and story campaigns added as DLC.
No one? Not even garbon?
Quote from: Syt on February 07, 2013, 12:51:00 PM
No one? Not even garbon?
:shrug: Now that I know Age of Wonders 3 is going to come out, I expect that I'll buy it, but I otherwise don't have any comment right now.
My only comment would be that we'll have to see how it does. Not interested in revisiting Shadow Magic. In fact, for all its flaws - I think Age of Wonders 1 might still be the best of the bunch. I think the addition of the Wizard's Tower was uninteresting - though I liked that you were able to grow cities from 2.
I was hoping something like this would come out.
Sounds cool. I was actually playing AOW 2 a couple months ago.
The best thing about AoW2 were the fans mods, IMO. Other than those, I agree that AoW1 was probably the better game.
I am happy that this new game is in development, though. I rather like the overall concept, and the battles were somewhat entertaining. None of these were as good as MoM, though; it will be interesting to see if the new game can finally top a nearly 20-year-old game.
Never played this series. Is it any good? What's it comparable to?
Quote from: JonasSalk on February 09, 2013, 04:59:43 PM
Never played this series. Is it any good? What's it comparable to?
They were closest to Master of Magic, IMO, but without the city management aspects.
As Syt intimated, I'm definitely a proponent of the series - so yeah I'd say it is good. Actually spent a lot of time as a teen playing the 1st one. Even got one of my siblings excited about it. :D
http://www.youtube.com/watch?feature=player_embedded&v=Jutu_Y13f_s
Quote from: Syt on March 27, 2013, 04:41:14 AM
http://www.youtube.com/watch?feature=player_embedded&v=Jutu_Y13f_s
This looks awesome.
Quote from: garbon on February 09, 2013, 05:48:50 PM
As Syt intimated, I'm definitely a proponent of the series - so yeah I'd say it is good. Actually spent a lot of time as a teen playing the 1st one. Even got one of my siblings excited about it. :D
I'm shocked you would like a game where 1) you could be a fairy, and 2) cut people.
:P
I liked the frostlings or Azracs as most races were not hostile to you, so you could use nearly all.
I liked the elves because druids were cheap and entangle let you level heroes easily.
There better be a HOTT blonde elf babe, and not just that stuffy bunch of lifeless theocrats. :mad:
Otherwise, it looks fantastic. What appears to be an improved graphical/gameplay augmentation of the original, and not a jarring overhaul that takes away the original charm.
Quote from: Peter Wiggin on March 27, 2013, 04:03:46 PM
I liked the elves because druids were cheap and entangle let you level heroes easily.
Yeah but they were easy enough to pick up as one of the neutral races.
I also always edited my hero to have dominate.
Wow, can't believe it has almost been a year already. Just saw on steam this is now available for pre-order / coming out at the end of next month.
I'll play it, will be interesting to see if it's good. I liked both 1 / 2 but I do agree with the consensus that 1 was the stronger gamer. Interestingly I think both came far closer to MoM than Elemental which the CEO of Stardock personally started solely out of his desire to remake the perfect MoM game for the modern era, and we all know how that turned out. (Well, I guess I don't, I never played the free expansion he gave out to people dumb enough to buy his game early on but I doubt anything other than a complete ground up rewrite of the game could have made it any good.)
Everything has been very quiet around this title. I will wait for consumer feedback and reviews before I move in on this one.
Quote from: Syt on February 27, 2014, 04:42:09 AM
Everything has been very quiet around this title. I will wait for consumer feedback and reviews before I move in on this one.
Exactly what I was thinking.
RPS seems pretty upbeat about it.
http://www.rockpapershotgun.com/2014/03/26/wot-i-think-age-of-wonders-iii/#more-197687
I preordered. I like living on the edge.
quill18 has a bunch of gameplay videos for this (campaign and random world).
I'm a sucker for games with random maps, and since those fell out of fashion around 10 years ago not buying a reasonably major game that has them isn't an option.
Didn't Eador, Warlock, HoMM5 etc. all have random maps?
Quote from: Syt on March 30, 2014, 12:13:38 PM
Didn't Eador, Warlock, HoMM5 etc. all have random maps?
How do you know I didn't buy those?
Quote from: The Brain on March 30, 2014, 12:15:14 PM
Quote from: Syt on March 30, 2014, 12:13:38 PM
Didn't Eador, Warlock, HoMM5 etc. all have random maps?
How do you know I didn't buy those?
It was a test
I haven't liked HoMM since part 2. :(
Quote from: garbon on March 30, 2014, 08:48:38 AM
RPS seems pretty upbeat about it.
http://www.rockpapershotgun.com/2014/03/26/wot-i-think-age-of-wonders-iii/#more-197687
Yes, very encouraging. On the other hand they were upbeat enough about Warlock 2 to make me buy it, and I regret that decision.
First impressions: it seems good, feels a lot like the earlier games. :)
More like the first one or more like the latter ones? Question from the vein that with Shadow Magic felt like they had started adding too many random mechanics.
Can't tell yet. Plus the only one I played a lot was Shadow Magic.
Oh. :blush: :D
Quote from: garbon on March 30, 2014, 12:32:28 PM
I haven't liked HoMM since part 2. :(
3 was the best.
I didn't like the change in graphics.
Looking at what they have planned for first patch, nothing seems super brutal.
QuoteHi 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 a lot 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 Auto-Steam update should drop in the next couple of days. 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
Bought this last night - spur of the moment thing. It's pretty but it's awfully similar to HOMM and Eador: Masters of the Broken World. Still I expect I can get some relaxation playing this in between Skyrim playthroughs.
G.
I'm too lazy to look into this so I'm going to need someone to tell me whether or not I should buy it.
TotalBiscuit enjoys it: https://www.youtube.com/watch?v=DJdvh0iOD7g&list=UUy1Ms_5qBTawC-k7PVjHXKQ
Torn between this and Combat Mission: Red Thunder.
Get both and then tell Otto and I which one to get
Quote from: OttoVonBismarck on April 04, 2014, 07:19:58 AM
I'm too lazy to look into this so I'm going to need someone to tell me whether or not I should buy it.
The sense of entitlement on this board...<_<
Quote from: crazy canuck on April 04, 2014, 03:35:10 PM
Get both and then tell Otto and I which one to get
No problem. You buy me AoW3, and Otto can buy me CM: Red Thunder (or vice versa). I'll let you know in a week or two.
I keep getting steam notices that FunkMonk is playing AoW3. Maybe he'll grace us with his opinion. :whistle:
Quote from: garbon on April 07, 2014, 03:06:02 PM
I keep getting steam notices that FunkMonk is playing AoW3. Maybe he'll grace us with his opinion. :whistle:
If FunkMonk is too busy playing to post here it is probably safe to assume he likes it.
Yes probably fair. Though still the component of like at price of 40 bucks. :D
Stop stalking me. :ultra:
I can write something up later. :P
:yeah:
I'll say for now that I really like it so far. I've never played fantasy TBS before, though.
Quote from: FunkMonk on April 07, 2014, 04:38:47 PM
Stop stalking me. :ultra:
I can write something up later. :P
Speaking of stalking...if you're never going to do your Starbase: Orion turns, then quit out of the games. :ultra: :P
Quote from: FunkMonk on April 07, 2014, 04:41:54 PM
I'll say for now that I really like it so far. I've never played fantasy TBS before, though.
Interesting. What made you decide to pick up AoW3?
Quote from: Tonitrus on April 08, 2014, 04:06:24 PM
Quote from: FunkMonk on April 07, 2014, 04:38:47 PM
Stop stalking me. :ultra:
I can write something up later. :P
Speaking of stalking...if you're never going to do your Starbase: Orion turns, then quit out of the games. :ultra: :P
Shit, I totally forgot about that. :lol: :blush:
I like your avatar, funky. :) Jushin Lyger, HBK and Undertaker, staples of ca. 1992 wrestling. :cool:
Quote from: garbon on April 08, 2014, 08:18:00 PM
Quote from: FunkMonk on April 07, 2014, 04:41:54 PM
I'll say for now that I really like it so far. I've never played fantasy TBS before, though.
Interesting. What made you decide to pick up AoW3?
Sudden interest in the genre. Also I'm tired of Civ and AOW is is really nice change of pace without sacrificing the attraction TBS games seem to have on me.
I've only been able to play for an hour here and there and so can't really expound on the strategy part of the game. What I can say is that the tactical battles are amazing. The AI is challenging and doesn't make stupid mistakes and if I lose a battle it's not because of some stupid gimmick or cheat the AI pulls out of its ass. It's because I made a mistake or miscalculated in some manner. It uses the terrain to its advantage as well. Also, your tactics matter. I can attack an AI position head on but if I instead flank them or use my spells tactically I will take significantly fewer losses and be in a better position for the next battle. And there are plenty of battles in this game I'll tell you that much.
Basically the tactical part of the game owns and is worth $20 right there. I can post a review of the game as a whole probably this weekend, provided I finish my goddamn econometrics project on schedule.
Quote from: Syt on April 09, 2014, 09:49:42 AM
I like your avatar, funky. :) Jushin Lyger, HBK and Undertaker, staples of ca. 1992 wrestling. :cool:
I found it when I google searched "funkmonk" :D
The game is nice and playable right out of the box (1.00). Sure, if you fags have higher standards than that these days then by all means wait for a sale. :rolleyes:
I will be getting it tonight. :)
Quote from: The Brain on April 09, 2014, 10:06:44 AM
The game is nice and playable right out of the box (1.00). Sure, if you fags have higher standards than that these days then by all means wait for a sale. :rolleyes:
To be honest, I don't know why I'm hesitant. Maybe because I think I'll waste too much time playing it? :D
Quote from: FunkMonk on April 09, 2014, 09:47:34 AM
Quote from: Tonitrus on April 08, 2014, 04:06:24 PM
Quote from: FunkMonk on April 07, 2014, 04:38:47 PM
Stop stalking me. :ultra:
I can write something up later. :P
Speaking of stalking...if you're never going to do your Starbase: Orion turns, then quit out of the games. :ultra: :P
Shit, I totally forgot about that. :lol: :blush:
And everyone else quits. Losers you all are. :rolleyes:
Bought it. Any quick hints or tips?
Flank, and avoid being flanked.
Gave in and purchased it. :)
So one thing I miss is how you could attack from multiple sides of a castle. Kind of weird that you surround them but then end up with all troops on the same side?
I got it too...
...and realize I need to upgrade my computer (or actually get a standalone graphics card, instead of the one built on to the mobo). :mad:
But I might end up just being a stupid, lazy 1%er and buy a Mac Pro.
Quote from: Tonitrus on April 12, 2014, 05:38:39 PM
I got it too...
...and realize I need to upgrade my computer (or actually get a standalone graphics card, instead of the one built on to the mobo). :mad:
But I might end up just being a stupid, lazy 1%er and buy a Mac Pro.
:bleeding:
I like Adventure mode. You start out with a motley army without a city and go around the map killing things to earn gold and mana until you capture a neutral town or two.
In my current game I'm a Goblin Dreadnought rampaging across the eastern continent. I took over a goblin outpost on a blighted island to the northeast and I've made it my capital city. From my throne city of Zwah I launched an invasion of the eastern continent and evicted the goblins in a town called Bogog. At the same time, I sent an army led by my hero Dwarf Theocrat 'Tyrobur White Metal' ( :lol:) to quell the monstrous horrors plauging the Island of the Giants, Stonbolk. After killing two of these horrors the giants became suitably impressed and granted me two Frost Giants and later agreed to become a part of my empire. Now Tyrobur White Metal ( :lol:) leads an army of giants against the enemies of my nascent goblin empire. To the west they shall sail and in the west where they will find glory.
:cool: :cool: :cool:
http://cloud-4.steampowered.com/ugc/3281179238001239317/95090CC67D93862E0407DA1233C1CFB95D92AAB1/
I only just realized that most of the races weren't included but could come as DLC if the game sells well enough to warrant them...
Quote from: garbon on April 09, 2014, 05:59:58 PM
Quote from: The Brain on April 09, 2014, 10:06:44 AM
The game is nice and playable right out of the box (1.00). Sure, if you fags have higher standards than that these days then by all means wait for a sale. :rolleyes:
To be honest, I don't know why I'm hesitant. Maybe because I think I'll waste too much time playing it? :D
Been a while since I bought a game that didn't disappoint. :sleep:
Quote from: Peter Wiggin on April 13, 2014, 08:15:21 AM
Quote from: garbon on April 09, 2014, 05:59:58 PM
Quote from: The Brain on April 09, 2014, 10:06:44 AM
The game is nice and playable right out of the box (1.00). Sure, if you fags have higher standards than that these days then by all means wait for a sale. :rolleyes:
To be honest, I don't know why I'm hesitant. Maybe because I think I'll waste too much time playing it? :D
Been a while since I bought a game that didn't disappoint. :sleep:
Ok, Jos.
I just plundered and razed a pleasant little fairy village after murdering buttercup fairies and unicorns with Frost Giants and poison darts. :wub:
Quote from: Alcibiades on April 12, 2014, 06:20:59 PM
Quote from: Tonitrus on April 12, 2014, 05:38:39 PM
I got it too...
...and realize I need to upgrade my computer (or actually get a standalone graphics card, instead of the one built on to the mobo). :mad:
But I might end up just being a stupid, lazy 1%er and buy a Mac Pro.
:bleeding:
I bought a new graphics card last night, and installed it this morning. Still a little sluggish, though, but playable...I guess my 4-year old AMD is getting on in years.
Spent 8 hours straight on the game today. :sleep:
Observations so far:
- No crashes, didn't notice any bugs. This puts it miles ahead of most games on initial release.
- Computer opponent AI seemed really passive/non-aggressive.
- Most neutral/good aligned independent cities (I was playing a good-aligned character) declare war on me upon contact. :hmm: (maybe taking out all those neutral forces on mines/farms makes them hate you?)
- When I buy a neutral city to join my empire, all their units shouldn't go poof. :mad:
- Random world builder is much better than I recall in AoW 2, but still slightly flawed (i.e. little mountain-blobs all over the place).
- Extra large map is really extra large.
http://ageofwonders.com/huge-v1-1-patch-unleashed/
New patch:
QuoteChange Log:
To prevent Players from rushing to and mass producing T4 units:
Add an additional city upgrades that act as prerequisites for class T3 and T4 unit production.
Also added additional city upgrades for classes without class specific T3 and T4 units that can be build in cities, to maintain cross class balance.
Added new Arch Druid city upgrade "Henge". This city upgrade increases Mana Capacity by +100, allowing you to store more mana. This upgrade requires the Arch Druid's Dolmen.
Added new Arch Druid city upgrade "Megalith". This city upgrade increases Population by +100. This upgrade requires the Henge.
Added new Dreadnought city upgrade "Blast Furnace" which is needed to produce the Cannon unit. This city upgrade also gives an additional +5 production. This upgrade requires the Dreadnought's Foundry.
Added new Dreadnought city upgrade "Juggernaut Factory" which is needed to produce the Juggernaut unit. This city upgrade also heals garrisoned machine units. This upgrade requires the Blast Furnace.
Added new Rogue city upgrade "Planar Gate" which is needed to produce the Shadow Stalker and Succubus units. This city upgrade generates an additional +5 mana. This upgrade requires the Rogue's Palace.
Added new Rogue city upgrade "Shrouded Altar". Monster units produced at this city gain an additional medal Rank. This upgrade requires the Planar Gate.
Added new Sorcerer city upgrade "Mana Vault". This city upgrade increases Mana Capacity by +100, allowing you to store more mana. This upgrade requires the Sorcerer's Conflux.
Added new Sorcerer city upgrade "Wizard's Academy". This city upgrade gives an additional +10 Knowledge. This upgrade requires the Mana Vault.
Added new Theocrat city upgrade "Celestial Chamber" which is needed to produce the Exalted units. This city upgrads also gives an additional +100 happiness. This upgrade requires the Theocrat's Conclave.
Added new Theocrat city upgrade "Holy of Holies" which is needed to produce the Shrine of Smiting. Also increases Mana Capacity by +100, allowing you to store more mana. This upgrade requires the Celestial Chamber.
Added new Warlord city upgrade "Gladiator Pit" which is needed to produce the Blood Phalanx and Warbreed units. This city upgrade also gives an additional +100 happiness. This upgrade requires the Warlord's Command.
Added new Warlord city upgrade "Manticore Lair" which is needed to produce the Manticore Rider unit. This city upgrade also gives an additional +5 Reasearch. This upgrade requires the Gladiator Pit.
Reduce the need to rush for T4.
Reduce AoE bust damage for T4 units and reduce protective abilities to make them easier to counter when used without support.
The Shrine of Smiting now has 20% Fire Weakness.
The Juggernaut's Fire Mortar ability now starts on cool down, Fire Broadside now does 25 physical – was 30 – and Fire Mortar now does 18 physical, 18 fire – was 20 physical, 20 fire.
The Eldridge Horror now has Mind Control Immunity and 60% Spirit Protection, instead of Strong Will.
The Horned God now has 20% Blight Weakness and it's Call Lightning ability starts on cool down, now has cool down of 1 – was 2 – is a Full action – was single action. The damage amount not being displayed in game was also fixed.
To prevent the AI Player from rushing to T4 units:
Changed research priorities to reduce AI rushing up the unit tech-tree.
To extend the duration of the mid game. I.e. the period focused on T2-3 unit production.
Reduce the city growth speed.
Changed population growth for cities to 250 – was 300.
Changed required population for a City to 12000 – was 10000.
Changed starting population for a City to 14000 – was 11000.
Changed rebel spawn population loss for a City to 3500 – was 2750.
Changed rebel spawn population requirement for a City to 7000 – was 5500.
Changed required population for a Metropolis to 22000 – was 18000.
Changed starting population for a Metropolis to 24000 – was 20000.
Changed rebel spawn population loss for a Metropolis to 6000 – was 5000.
Changed rebel spawn population requirement for a Metropolis to 11000 – was 10000.
Changed rebel spawn population requirement for a Metropolis to 11000 – was 10000.
Reduce city production.
Changed the production value of the Siege Workshop to 10 – was 20.
Changed the production value of the Master Guild to 15 – was 20.
Lower income where needed – focusing on Mana – to prevent surplus mana.
Reduce frequency of occurrence of mana generating structures on RMG maps as a factor of distance from Player's starting positions.
Reduce mass City Founding.
Producing settlers now stagnates city growth, making it more of a choice in the early game.
Changed cost for the Pioneer: Gold cost 200 – was 150 – Population cost 2000 – was 750 – Recruit cost 400 – was 300.
Reduce surplus mana.
Tests in the office showed that play style was a large factor in the reported mana surplus issue. To prevent issues with superfluous mana, while not impacting players with a more exploration, expansion or magic based play style.
Players can now hold a limited amount of mana at once. A player can hold 500 mana, researching a casting point skill or building a great temple will increase mana cap by 100.
To increase the mana spend on spells we've reduced the casting cost of maintained spells – to make them more worthwhile to cast – while increasing the maintenance cost – to make which spells to maintain a more deliberate decision.
Changed the cost of the Arch Druid's 'One with the Elements' to maintenance 10 – was maintenance 6.
Changed the cost of the Arch Druid's 'Fertile Domain' to cast 40, maintenance 20 – was cast 60, maintenance 9.
Changed the cost of the Arch Druid's 'Insect Plague' to cast 60, maintenance 20 – was cast 80, maintenance 9.
Changed the cost of the Arch Druid's 'Poison Domain' to cast 100, maintenance 30 – was cast 140, maintenance 16.
Changed the cost of the Arch Druid's 'Thorn Hedge Walls' to cast 120, maintenance 30 – was cast 180, maintenance 18.
Changed the cost of the Arch Druid's 'Nature's Eyes' to cast 80, maintenance 40 – was cast 120, maintenance 12.
Changed the cost of the Dreadnought's 'Suppress Nature' to cast 100, maintenance 40 – was cast 140, maintenance 16.
Changed the cost of the Dreadnought's 'Dragon Oil' to cast 120, maintenance 30 – was cast 180, maintenance 20.
Changed the cost of the Dreadnought's 'Great Mobilization' to maintenance 80 – was maintenance 64.
Changed the cost of the Rogue's 'Poison Mastery' to cast 50, maintenance 20 – was cast 60, maintenance 8.
Changed the cost of the Rogue's 'Iron Grip' to cast 40, maintenance 20 – was cast 70, maintenance 9.
Changed the cost of the Rogue's Treasure Raiding to cast 60 – was cast 80.
Changed the cost of the Rogue's 'Incite Revolt' to cast 60, maintenance 40 – was cast 100, maintenance 15.
Changed the cost of the Rogue's 'Corpse Looting' to cast 60, maintenance 15 – was cast 100, maintenance 12.
Changed the cost of the Rogue's 'Network of Scrying Eyes' to cast 60, maintenance 20 – was cast 100, maintenance 12.
Changed the cost of the Rogue's 'Spy Network' to cast 150, maintenance 50 – was cast 300, maintenance 36.
Changed the cost of the Rogue's 'Night Wish' to cast 100, maintenance 20 – was cast 180, maintenance 18.
Changed the cost of the Rogue's 'Age of Deception' to maintenance 80 – was maintenance 64.
Changed the cost of the Sorcerer's 'Glyphs of Warding' to cast 40, maintenance 15 – was cast 60, maintenance 5.
Changed the cost of the Sorcerer's 'Dread Omen' to cast 60, maintenance 40 – was cast 90, maintenance 9.
Changed the cost of the Sorcerer's 'Dome of Protection' to cast 100, maintenance 20 – was cast 120, maintenance 12.
Changed the cost of the Sorcerer's 'Enchanted Walls' to cast 120, maintenance 30 – was cast 180, maintenance 18.
Changed the cost of the Sorcerer's 'Summoner's Aura' to cast 100, maintenance 20 – was cast 120, maintenance 12.
Changed the cost of the Sorcerer's 'Age of magic' to maintenance 80 – was maintenance 64.
Changed the cost of the Theocrat's 'Beacon of Faith' to cast 50, maintenance 10 – was cast 90, maintenance 9.
Changed the cost of the Theocrat's 'Paid Absolution' to cast 80, maintenance 20 – was cast 100, maintenance 9.
Changed the cost of the Theocrat's 'Prayer for the Hurt' to cast 100, maintenance 30 – was cast 150, maintenance 15.
Changed the cost of the Theocrat's 'Sanctified Sites' to cast 100, maintenance 30 – was cast 160, maintenance 12.
Changed the cost of the Theocrat's 'Denounce City' to maintenance 20 – was maintenance 16.
Changed the cost of the Theocrat's 'Hallowed Domain' to cast 100, maintenance 20 – was cast 120, maintenance 12.
Changed the cost of the Theocrat's 'Great Purge' to cast 100, maintenance 40 – was cast 300, maintenance 32.
Changed the cost of the Theocrat's 'Armageddon' maintenance 64 – was maintenance 80.
Changed the cost of the Warlord's 'Authority of the Sword' to maintenance 5 – was maintenance 6.
Changed the cost of the Warlord's 'Dread Siege' to cast 60, maintenance 30 – was cast 80, maintenance 9.
Changed the cost of the Warlord's 'Inspire Loyalty' to maintenance 20 – was maintenance 15.
Changed the cost of the Warlord's 'The Draft' to cast 120, maintenance 30 – was cast 160, maintenance 18.
Changed the cost of the Warlord's 'Conqueror's Feast' to cast 120, maintenance 40 – was cast 240, maintenance 24.
Changed the cost of the Warlord's 'Hero Slaying' to maintenance 30 – was maintenance 24.
Changed the cost of the Warlord's 'Global Assault' to maintenance 80 – was maintenance 64.
Changed the cost of the Air Adept's 'Domain of Winter' to cast 60, maintenance 20 – was cast 80, maintenance 12.
Changed the cost of the Air Master's 'Arctic Empire' to cast 80, maintenance 40 – was cast 100, maintenance 12.
Changed the cost of the Earth Adept's 'Domain of Earth' to cast 60, maintenance 20 – was cast 80, maintenance 12.
Changed the cost of the Fire Adept's 'Domain of the Sun' to cast 60, maintenance 20 – was cast 80, maintenance 12.
Changed the cost of the Fire Master's 'Tropical Empire' to cast 80, maintenance 40 – was cast 100, maintenance 12.
Changed the cost of the Creation Adept's 'Domain of Life' to cast 60, maintenance 20 – was cast 80, maintenance 12.
Changed the cost of the Creation Master's 'Temperate Empire' to cast 80, maintenance 40 – was cast 100, maintenance 12.
Changed the cost of the Destruction Adept's 'Scorched Earth' to cast 40, maintenance 15 – was cast 60, maintenance 9.
Changed the cost of the Destruction Adept's 'Domain of Corruption' to cast 60, maintenance 20 – was cast 80, maintenance 12.
Changed the cost of the Destruction Master's 'Blight Empire' to cast 80, maintenance 40 – was cast 100, maintenance 12.
Reduce the period of unhindered early game expansion in Random Maps
The distance between player start positions now take into account the amount of players with regards to map size. Few players on a large map will result in a significant nearer distance. Likewise, many players on a smaller map will result in a slightly larger distance.
Made Random XL maps more closely follow the setup of other maps
XL map feature distribution now more closely resembles the smaller maps.
Other Balance Fixes
Berserkers: Removed Martial Arts as a level up reward, they now get the Tireless ability
Rogue Infiltration squad Hero Upgrade now filters on Machines
Rust Strike can now be used twice on same unit.
Order of Healing now gives correct Healing Ability
Suppress nature no longer negates the effects of Domain of ... spells
Units can now attack an enemy after using Sprint.
Rogue Assassin now has Wall Climbing, Removed Pass Wall and Sprint Abilities.
Dwarf Hunter base hp 35 – was 40
Yeti now has Regeneration
Befriend Animal Ability now correctly displays its strength in the unit panel
The Explorer's Skill Trail Running move bonus was changed to +8 – was +12
Theocrat Exalted hp set to 50 – was 55 – and no heal ability on levelling.
Sabotage is now a type 'Touch' ability – was Melee
Dwarf first born now has Mind Control Immunity – was Strong Will
Heal Ability now has a Cooldown of 2 – was 1
Throw Curse now has a Cooldown of 1 turn – was 0
Sorcerer Chaos rift now costs 70 – was 50
Shrine of Smiting now has Ram (was Melee Strike)
ArchDruid Summon Beast Horde now summons Blight Tusk Boars, Bleak Wargs, Dread Spider Babies, Hunter Spider Babies, Vampire Spider Babies and Dire Penguins.
Sprint now has a cooldown of 3. Units may now attack after using sprint.
Trebuchet and Giant Hurl Boulder ability now requires 3 action points to use
Graphics
Fixed an issue where the Node Serpent's death animation glitched when hit by 'Huge' attacks, such as the Hellfire spell.
Fixed an issue where some structures – e.g. hasteberries – showed an incorrect state after loading a save game.
New Features
Improved VPN support to local multiplayer.
Added a new advanced game option to give all leaders and heroes Resurgence, this is disabled by default
Campaign: All heroes and leaders will have Resurgence, allowing them to return from the dead if their side wins the battle. This is disabled in "Hard" mode.
Campaign: Implemented named saves when a campaign scenario is won
Added tier level to unit info, allowing preview of the tier level in the city production panel in both the popup and the unit panel.
Added an overlay image for items being couriered
Added keyboard shortcuts for next/previous city. Defaults bindings are ";" and ",".
Interface Fixes
Fixed an interface dead state for the item forge by closing the interface when the city is deselected.
Fixed an interface dead state in the Tome of Wonders after combat was completed.
Fixed a glitch so spell icons now no longer go beyond the bounds of the overview panel.
Fixed a bug where the vision fog area on the mini-map did not match the actual vision fog area on the world map.
Fixed a bug where dwelling icons in the Tome of Wonders were not refreshing.
Added a 'Save Game' and an 'Exit Game' button in the player disconnect window.
Fixed an issue where the damage values in the abilities list would disappear after changing tabs.
Fixed a bug where the icons in the dragon dwelling text in the Tome of Wonders were clipped in-correctly.
Fixed the French tool-tip for "order of sacred support".
Localized the report feedback button.
Fixed an issue where tooltips would remain visible in Tactical Combat
Improved the scrollbar: holding the mouse down on the buttons now keeps scrolling and the scrollbar in the tome of wonders now also support scrolling by clicking on the scrollbar background.
Enabled word cutoff for tabs, fixes an issue in polish where the custom leader tab would have text overflowing
Fixed an issue in the key binding screen where the entire row would receive input.
Fixed an issue that caused problems with the vertical alignment of the text on combo-boxes
Fixed a bug where multiline quest headers would be unreadable due to wrong vertical alignment
Enabled double clicking to confirm in the Lobby screens
Fixed an issue where the icons in the overview panel weren't clipped correctly when opening the overview directly from diplomacy
Fixed the leader death glow – star night sky – in diplomacy
Fixed an issue where the small quest dialogs would use the large dialog hit boxes
Fixed an issue where the events would slide in again after a resize of the screen
Fixed an issue where the decorations on the hero join panel weren't clipped correctly
Added a close button to the "item has arrived" event panel
Translated the close button on the refugee camp event panel
Fixed an issue where replacing selected text was impossible if the text was already at max length
Fixed an issue where the dwelling icon wouldn't render in the Tome of Wonders
Enlarged the textfield of the target text to fix a bug in Russian where the text would be cut off.
Enlarge the textfield of the "Search local" text to fix a bug in Russian where the text would be cut off.
The save and load menu cannot be opened anymore when the new turn panel is opened. This fixed unresponsiveness of the game in this instance.
When the reward from a dwelling opened up and a battle interrupted this screen, the reward was lost. The reward screen now re-opens after the battle has finished.
Fixed an issue with the courier items screen: the hero icons would not show up when sending a second item right after sending the first.
Audio Fixes
Added multichannel (i.e. 5.1) audio support.
Fixed an issue preventing ambient sound from being enabled when leaving the diplomacy screen
Fixed an issue with event sounds being audible for all players.
Changed new turn sound trigger to new turn instead of end turn, allows players to hear when it's their turn in hot seat.
Random Map Fixes
Fixed an issue where water structures were able to be generated on river hexes, thereby blocking ships
Fixed a bug in the 'Land' type maps where the map edges were temperate fertile instead of the intended terrain
Mini-expansion player site which is generated for each player starting position has been moved from ~6 hex to ~8 hex distance from starting location.
Fixed a bug in underground where cave exits were only being generated near player spawn area, and never on a more global level.
Fixed a bug in the 'Land' type random map where Monster Dens and Haunted Boneyards were never being generated.
Fixed a bug in the Underground where too many unit spawning structures were being generated.
Increased chances of Haunted Boneyards being created instead of Brigand Hideouts and Monster Dens
Fixed a clustering issue with unit spawning structures; they should be spaced out more now.
Slightly increased chances of Flow Rock Quarry and Trading Posts being generated at expansion sites, instead of tier 1 structures like gold mines and mana nodes.
Map Specific Fixes
Campaign: Fixed various issues with 'capture' quests.
Campaign: Fixed a crash when retreating heroes and leaders from campaign battles.
Campaign: Fixed the level cap in the campaign maps.
4th Elven Court map: Fixed an issue where Bormac was set loose by AI.
4th Commonwealth map: Prevented a situation where you could kill Carishar without it triggering your victory.
One of the last Commonwealth map: Fixed the 'Help the Dwarves' and 'Slay the Frost Dragon' quests, they did not always trigger correctly.
The last Elven Court maps: Made sure fairies spawned correctly in one of the final Elven Court maps, provided you had done the necessary quest in an earlier scenario.
Taming of the Great Khan: Quests now give the intended rewards.
Elven Resurgence: Removed the defenders from player 2′s heart of blight.
Elven Resurgence: Reduced Player 1′s starting units, to match the strength of the other players.
Elven Resurgence: Increased the gold income for players 3, 5 and 6, , to match the income the other players.
General Fixes
The game doesn't crash anymore when a hatched egg of a dead hero is selected.
The game doesn't crash anymore when a game is loaded which was saved before patch v1.09 in which an egg had just hatched.
The game doesn't crash anymore when an item is sent to a hero who just died.
Changed allied victory so only human players need an alliance to all other players
"Research Not Set" event is now also shown when research pickup is used or when vault of knowledge is cleared
Fixed issue where empire morale would not be used in TC
Fixed issue with throne tooltip showing incorrect owning player
Fixed a bug where seasoned achievement was not properly applied when a unit would gain a level in TC
Fixed treasure raider achievement
Fixed issue where structure's random defender strength was not resolved during activation resulted in out of syncs on user made maps
Fixed issue where quest would not correctly have their rewards set
Fixed hot seat issue where an AI player would not correctly end turn when it had won/lost
Fixed auto combat crash
Fixed bug in AI trade analyzer code
Made cities way more valuable in trades
AI will no longer trade its throne city
AI will not trade accept cities from the other player when at war, because these are to easy to recapture
Fixed issue bug where quests were given when a player was at war with the city
Fixed players being able to build cities and fortress on top of map hazards, such as briar patches and cobwebs
Strategic AI will no longer build a settler if doing so would cause a city to become underpopulated.
Fixed issues where the the AI would wait behind city walls while player killed it with spells and long range weapons
Tactical AI will no longer spam dispel on abilities bestowed by structures on the world map
Fixed issue in classic turns which caused turn order to be handled incorrectly in some cases, when a player is defeated.
The AI will no longer target concealed stacks with damage spells on the strategic map
Fixed camera controls being affected by tactical battle speed up
Fixed certain structures still giving income to cities when occupied by enemy armies
Fixed a crash occurring when an item is traded and the item owner died before the trade was resolved.
Fixed an input control issue to allow 3rd party software to map gamepad button.
Fixed an issue where second player of classic turn MP game would get a new hero every time you load a save file.
Fixed an out of sync issue with the Freeze Water spell.
Fixed a bug where disabling the 'Remember Password' check-box didn't have any effect the next time the launcher was started.
Play as guest check-box is now remembered for the next time that the launcher is started. This also ensures initial settings – e.g. graphics settings – are taken from the Guest profile, preventing players that only played as 'Guest' from having their settings be reverted to default settings..
Fixed minor issue for players with a '.' (dot) character as the final character of their account name.
When the profile data is corrupted then the user will be notified when launching the game.
Fixed a crash for players that are loading corrupted save games.
Player now gets a notification when the connection to the server is lost.
Fixed a mouse clipping issue that sometimes occurs when having multiple monitors.
Fixed issues with camera clipping through floor in tactical maps
Fixed issues with camera bounding area being to small or to large for tactical maps
Fixed various graphical issues in tactical maps
Fixed an issue where units could stand on hexes surrounded by blocking obstacles in tactical battles
Adjusted Line of Sight settings for various objects on tactical maps
Fixed an issue with auto-move which could cause the game to crash on pressing the end turn button.
Fixed an issue with custom hero names not showing up properly in the event that shows up when an egg hatches.
Fixed an exploit where concealed units in a visible stack could be found through the morale tooltip.
The statistic screen now shows data of the last turn – the one that's selected – correctly.
Fixed an issue with the select next hero shortcut: the hero now gets selected instead of the city when the hero is standing on a city.
Fixed a bug with the cycling through the heroes when the player first selects a hero stack with the mouse.
Fixed issue with item bags not being rendered correctly when they spawned on top of mountains, which made it seem as if no reward would spawn.
I tried it. Had a hard time getting into it. Might come back to it at some point.
This new update did something, the game runs slow as shit now.
WTF is up with the dracoliches showing up so early in the game that I just get wiped out without any chance at all?
So looks like this was successful enough that they are now posting dev journals again and have dropped hints about them creating new races. First looks like it'll be the Halflings or Frostlings.
I think that was probably my biggest let down with this release, as while it had good AoW feel, the lack of races makes it significantly less fun. :(
So it was Halflings in what they released. Apparently they are now working on Necromancers which is a new wizard class. Instead of having undead as a race, now it'll be something that affects your given race over time like zombiefication.
Developer had made a now deleted comment that this will likely be last expansion. I guess a version of AoW that had less content that previous iterations of the game didn't sell well.
Yeah, it was a good effort, but still kind of limiting in many ways for replayability/fun value.
Meanwhile I've dipped a bit into Endless Legend. First impression is positive. Its province mechanic is a bit strange but prevents city spam - it's a hex based map, but the hexes are arranged into provinces, and only one city per province is allowed. Each province can have resources where you can build resource extractors, and a minor faction that you can ally through quests or conquer and then assimilate, giving you access to their units.
As with Endless Space, the races are not exactly your run of the mill orks, elves and halflings. You have e.g. BDSM mages who thrive on pain, survivors of a high tech race who lived for centuries (millennia?) in a vault, or a race of powerful spirits bound into magic armor.
The game has tactical combat (the battle maps are adapted from the world map), quests, and unit design.
http://store.steampowered.com/app/289130/
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fcdn.akamai.steamstatic.com%2Fsteam%2Fapps%2F289130%2Fss_ec8df411b2dd4000c57936e640a9d3d9b9c91c57.1920x1080.jpg&hash=141248d649438aaec2380353b6f5ba3ea354a588)
Have you, or anyone else, tried out this one? I've heard good things.
http://store.steampowered.com/app/265970/
I understand the developers were really trying to keep the "soul" of classic MoM.
It's from the same devs as Time of Wrath/Time of Fury/Storm over the Pacific, so I'm holding off for now.
http://store.steampowered.com/search/?developer=Wastelands%20Interactive
Quote from: Syt on September 27, 2014, 12:37:00 AM
Meanwhile I've dipped a bit into Endless Legend. First impression is positive. Its province mechanic is a bit strange but prevents city spam - it's a hex based map, but the hexes are arranged into provinces, and only one city per province is allowed. Each province can have resources where you can build resource extractors, and a minor faction that you can ally through quests or conquer and then assimilate, giving you access to their units.
As with Endless Space, the races are not exactly your run of the mill orks, elves and halflings. You have e.g. BDSM mages who thrive on pain, survivors of a high tech race who lived for centuries (millennia?) in a vault, or a race of powerful spirits bound into magic armor.
The game has tactical combat (the battle maps are adapted from the world map), quests, and unit design.
http://store.steampowered.com/app/289130/
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fcdn.akamai.steamstatic.com%2Fsteam%2Fapps%2F289130%2Fss_ec8df411b2dd4000c57936e640a9d3d9b9c91c57.1920x1080.jpg&hash=141248d649438aaec2380353b6f5ba3ea354a588)
Worth $45?
Can't say yet. But of 775 reviews on Steam, 91% are positive. Although many will be about the Early Access phase.
Oh, there's also Let's Plays by quill18 and Arumba.
The graphics for both look a bit wretched. I think ill go and play AoW2.
I like the art style of EL, but YMMV, of course.
Okay I am trying out EL also. I've only played a bit but so far I like it better than ES, which I assume is the same engine. I've only tried one faction so far. The twilek people.
Frostlings are also being brought back. Seems like it is now shaping up to include core stuff it kinda needed at release.
Tigrans will also be back in the next expansion...so someone must be buying this all piecemeal. I think I'll wait till its on sale. :blush:
http://ageofwonders.com/eternallords/