Future of FfH2

Serastrasz

Chieftain
Joined
Apr 8, 2008
Messages
74
Hello, I really enjoy playing FfH2. It´s a lot of fun. But my question: what is still to come. While FfH2 is like a whole new game comparing it with Civ4 it is still on version 0.4x. Will there be more Civs or new scenarios or other plans?
 
But my question: what is still to come.

Not much, according to Kael's Bug Thread:

Things to do:
. AI work.
. Documentation.
. Local text decode changes for the German translation team.
. Sometimes caged units can be moved and then impossible to free (they are still "held" even though they arent in the tile with the cage). Such as when dying while immortal. I'll probably need to make a separate promotion for being caged rather than just held to fix this.
. Temp terrains sometimes keep permanent terrain changes form happening (such as building a temple of the hand while the deepening effect is still going on).
. I want to switch the "Wrath" armageddon event (AC 90) to make all the effected units Always Hostile so they can fight with your allied neighbors.

So there's not much more to come. Bug fixes, more artwork (which isn't listed here) are also still to come.

While FfH2 is like a whole new game comparing it with Civ4 it is still on version 0.4x.

It's funny you say that, since FFH 2 is in fact on 0.41d.

If you want more content, I suggest you check out modmods like Fall Further, Orbis, or Fall Further+. FFH 2 is on "feature lock".
 
Yes I said 0.4X which includes everything from 0.4 to 0.49 ;)
 
If you want info on what's gonna come, look at the bug thread. They aren't developing to mod anymore, they're just improving the AI and patching bugs. Indefinitely.
 
Just cause it's at 0.4 doesn't mean it will ever be 0.5 or 0.6 or 0.9 or 1.0.
 
Which is REALLY weird. Shouldn't stuff go to 1.0 when finished and out of beta, like it does for commercial software? 0.x says "beta" to me.

It's a mod. It is never really done.;)
 
The AI changes and a few things to make the game more efficient will be, but not the actual wild mana part.
 
The wild mana is 40% of what makes the mod interesting though, and they're game options for goodness sake.
 
The wild mana is 40% of what makes the mod interesting though, and they're game options for goodness sake.

I want to leave that for Sephi's modmod. He can continue to develop and improve his mod, and people can certainly continue to play it. The WildMana mod isn't going away.

Its just that he's doen such incredible work in the AI area's that everyone (FfH and other modmod's) can use that I want to roll them in.
 
Yes, that's true, and the Wild Mana nodes and extra mana and mana Guardians can also be a great boon to roll to FFH and its modmods ;) With extra mana, Sheiam are actually playable!
 
I agree with Kael, best to have the improved AI (and it has improved a lot) be in the main mod, everything else can go to the modmod. it is nice to have many options, but too many would confuse some users and there are still quite some mod-mods out there that may or may not go well with a full merge. i play wild mana mostly for the AI changes - the mana guardians are a very nice option though!
 
What makes FFH confusing is the ridiculous amount of undocumented features not having more game options. More (good) game options cost very little and add very much
 
What makes FFH confusing is the ridiculous amount of undocumented features not having more game options. More (good) game options cost very little and add very much

What undocumented features do you think are the most confusing to new players?
 
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