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My question is, the game can work on XP?
Hola, he visto que el juego funciona con directx 9.
Mi pregunta es, ¿el juego puede funcionar en XP?
We don't officially support Windows XP.
I think that the game can have problems with running at that platform.
However, if later you have news or verifies that the game can run on XP I will appreciate that report it since I am interested in the game.
Thanks again
Hola, hay juegos que oficialmente no soportan XP pero funcionan perfectamente. Si usted me dice que este juego puede tener problemas entonces no lo compraré. Gracias por la sinceridad.
No obstante si mas adelante tiene noticias o comprueba que el juego puede funcionar en XP yo le agradeceria que lo informara ya que estoy interesado en el juego.
Gracias otra vez
Will it be on Steam OS ?
There is a linux build also so it should be on STEAM OS.
There are some things however that I'd like for you guys to clarify on the wiki, this shouldn't take too long to do and would cut out a lot of guess work.
First thing is about the transmute spell. You say it upgrades a ore to the next tier of ore and give an example, but that is just an example. I'd like to request that all ores would actually be tiered in your wiki so that we could tell at a glance what ores upgrade to what immediatly, what is the max upgrade level and what doesn't even has an upgrade.
Similarly I'd like to request that further details are given as to how a city interacts with ore and it's bonus. For example, if I have mithril ore and adamantine ore, do I get both bonus to units produced or do I only get the bonus from adamantine since it is the supposedly more powerful ore. Also I'm not sure that all ore displays everything that it does. For example, mithril weapons ignore mundane damage resistence, adamantine apparently doesn't but logic would dictate that it does as it's no longer a normal type of ore and should have, to a degree or another, magical properties... Knowing all of this would be very important prior to deciding exactly how you want to transmute your ores. Also as a sugestion perhaps it would be better if you could upgrade or downgrade at your choice the ore type. Imagine you find 2 mithril ore but you don't need both mithril and it would be better to have one mithril and one iron to increase production. It would seem fairly reasonable that a mage would be able to transmute the ore into what it is most useful, not only in one way.
Second is alter terrain. Now this one appears much more straight forward, you lower or raise the terrain one level, how do you chose if lowering or raising I am guessing that you get an option? This is guess work however and should be explained. That aside it seems ilogical that it can only lower or raise, much like MoM did (ok it didn't worked on a raise or lower but it had some limits which I am to guess come from limitations of what could be done at the time). It would be better if the spell could just transform the terrain into a certain type of your choice. Maybe not directly but say, make it so you can get swamps or maybe forests, depending on which would suit your needs better.
Also there is no information about how terrain affects your city. I know it does affects it's production, food and population limits, however all that we have is a surveyor in game but we have no way to calculate how changing terrain can make the ultimate impact on the city. It would be nice to have details of exactly how each square of each type of terrain impact towards city bonus and population limits.
Thank you for your time.
Now corruption makes tiles give negative energy which the undead use, however is the negative energy the same for all terrain tipes? For example does a corrupted plain wield as much negative energy as a corrupted mountain?
Also there are descrepancies in the bonus for each race when we relativise them to terrain and I think they should be brought closer together or at least better explained with why things are that way in the case a race has any particular bonus to make up for this deficit.
I'll use a few examples here.
Draconians get a combined bonus of 7.5% between food and production in mountains.
Grey Elves also get a 7.5% combined bonus, however getting forests is a lot harder because the alter terrain being rather limited, it would be nice to have an easier way to make forest tiles, alter terrain should include this possibillity.
Humans get a 7.5% bonus although all of it is in food, given that it works with plains they can have huge cities and suplement production with the extra food or even take the less food negative trait given how much they will produce anyway which balances it.
Orcs get a shore bonus, it's only a combined 5% and all in food. There is no way to adapt the terrain to better suit them as well as it being rather limited how much shore you get. It's fair to say playing with orcs is pointed towards islands map type and using either water or biomancy so that they can have ocean's blessing to make them more competitive as a race. While the theme of orcs being sea lovers is interesting, ultimatly it gimps them as a race. A possible chance to make them better would be make them like hills. No other race likes it after all and you could set up a nice 7.5% or maybe even 7% only if you give population + 1.5.
Dwarves get a 7% combined bonus though most goes to production. It's a little bit below and their food production is pretty low. I'm sure they could use 0.5% extra, probably towards food to balance them.
Myrodant get only a combined 5% bonus and to desert terrain. Now not only is this bonus very low by comparison to other races, you also can't alter terrain to their type. Sugestion here to increase the bonus to a combined 7.5% and add desert to alter terrain spell.
Dark Elves find themselves in the exact same category as the Myrodant. their bonus terain type is swamp and it only gives them a combined bonus of 5% in addition to there being no way to create swamps for them. Sugestion here woul be the same as Myrodent, 7.5% bonus along with swamp being added to alter terrain spell.
Unhallowed are hard to properly confirm balance because they have their simplified economy system. As such i will not be giving any balance opinions on them for the moment.
Please note that these observations are necessarely 100% accurate. What I can assume as not balanced can possibly have another balance factor tied directly into a race bonus that is not at the moment detailed in the wiki. I can only take into account that which is described there... Also I know Dark Elves and Myrodans are not in the game yet but this can also help the developers take this into consideration when implementing them... Either way these observations to a degree or another are accurate, just not 100% accurate. I hope they will help the developers in some way to balance both the races a little bit better as well as provide a relatively easy access to land altering spells which can help any and all races (so long as the player choses the right circles or discipline). By relatively easy I mean access to the spell up to tier 4 rather than by late game only when the effects are by now negligible.
Again, thanks for your time.
I'm planning to keep working on the wiki over the coming weeks. (Although, as you noticed, some of that information is already in there.)
We'll also keep tweaking the races between here and release. We appreciate your observations. In the end we want the races to be "balanced". However, that doesn't mean that we're aiming for exact mathematical balance.
Either way, we need feedback just like that. So, thanks again!
BTW, there also was no indication that mind rot had been cast. I just had a battle against a camp, and noticed it when my druids could not cast spells.