"Fire" Developer Diary

anyone notice the Mercurian Gate wonder? bet that has something to do with how the mercurians start off :smug:
 
Will we get full changelog once fire is relased (So that we know what should we check out immediately?)

Yeap, I moved the changelog thread into the internal forum a ways back. But it is still there and constantly being updated (its what the team works off of), I will move it back public right before "Fire" releases.
 
New Wonders Shown in the most recent screenshot,
And my supoositions to what they do...

Mercurian gate: Brings the mercurian civ into the game, or creates the Basium hero.

Mokka's Cauldron: ?????

Hall of Nine Kings: ?????

So really i have no idea :)
 
Yeap, I moved the changelog thread into the internal forum a ways back. But it is still there and constantly being updated (its what the team works off of), I will move it back public right before "Fire" releases.

Boo!

Was fun checking it now and then heh
 
now that theres going to be 2 new civs in the game as background basically, any chance some of the barb units might be switched to them? and is such planned already?

like, the hellspawn ritual, its supposed to bring barb demons and makes ashen veil at peace with the barbs and the barb trait leaders not. but now, the hellspawn ritual could summon hyborem demons and make all ashen veil players at peace with the infernal, without affecting the barbs or the barb trait leaders.

also, the skelettes from barrows could be infernal units, and the sailors dirge, so it doesn't just park in a barb city (and since hyborem has scorched earth his units would never capture a city).

basically, this system seems to add 2 new barb type civs almost, that could be used in many interesting ways (would need to make hyborem automatically at war with no diplo until he appears in the game the ashen veil way).
 
now that theres going to be 2 new civs in the game as background basically, any chance some of the barb units might be switched to them? and is such planned already?

like, the hellspawn ritual, its supposed to bring barb demons and makes ashen veil at peace with the barbs and the barb trait leaders not. but now, the hellspawn ritual could summon hyborem demons and make all ashen veil players at peace with the infernal, without affecting the barbs or the barb trait leaders.

also, the skelettes from barrows could be infernal units, and the sailors dirge, so it doesn't just park in a barb city (and since hyborem has scorched earth his units would never capture a city).

basically, this system seems to add 2 new barb type civs almost, that could be used in many interesting ways (would need to make hyborem automatically at war with no diplo until he appears in the game the ashen veil way).

That hasnt been decided yet.
 
1.will fire immune give immunity to collateral damage from fireballs and meteors?


2.will there also be like, a resistence promotion?(+50% vs each type of damage ect)
...or just an "immune to x" promotion for specific units...
 
1.will fire immune give immunity to collateral damage from fireballs and meteors?

It doesnt right now but that would be a good tihng to add.

2.will there also be like, a resistence promotion?(+50% vs each type of damage ect)
...or just an "immune to x" promotion for specific units...

Depends on the type. Things like Fire Resistance can be learned by units (and some units start with it), while thing like Immune to Fire and Vulnerable to Fire cant be learned and are only given to units at the start.
 
IS Hyboream always at war with good civs?

(for that matter, are a civs specific enemies always at war with them? eg Mercurian and Infernal, Bannor and Clan of Embers, etc...)
 
IS Hyboream always at war with good civs?

(for that matter, are a civs specific enemies always at war with them? eg Mercurian and Infernal, Bannor and Clan of Embers, etc...)

I'll talk about the WarScript on Friday, its linked to the Armageddon counter. Basically we have written a new system the AI uses to determine when to go to war. It is capable of doing everything you suggest, but I dont know how much we will be using in the first release (its tested and running without problems, I just need playtest feedback from you all before I make the AI to aggresive).
 
That sounds awesome :D

You really need to find someone to teach the AI FFH tho :/
 
I'll talk about the WarScript on Friday, its linked to the Armageddon counter. Basically we have written a new system the AI uses to determine when to go to war. It is capable of doing everything you suggest, but I dont know how much we will be using in the first release (its tested and running without problems, I just need playtest feedback from you all before I make the AI to aggresive).

Ooh, WarScript. That sounds... delicious.
 
I have enjoyed playing version 1.6j but am interested in what is being done for the Fire release. My question is 'Will downloading Fire 2.0' overwrite 1.6j and require me to reinstall 1.6j if I want to go back and play it some more?
 
I have enjoyed playing version 1.6j but am interested in what is being done for the Fire release. My question is 'Will downloading Fire 2.0' overwrite 1.6j and require me to reinstall 1.6j if I want to go back and play it some more?

It will be a seperate download and will install to the 'Fall from Heaven 2 020' directory.
 
It doesnt right now but that would be a good tihng to add.



Depends on the type. Things like Fire Resistance can be learned by units (and some units start with it), while thing like Immune to Fire and Vulnerable to Fire cant be learned and are only given to units at the start.

but i meant for other elements... physical... holy... ect
holy, cold, physical(who knows), resistence promotions,
 
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