Qumi
Senior Member
   
Posts: 191
Joined: Jul 2010
|
RE: Questions to devs and programmers
New answers
Quote:Part №1
New! Greetings from the developers:
Спойлер
Hello, dear players. First of all, allow me to apologize for posting the answers as late as on Friday – we really did not expect that many questions, so answering them all took longer than it was anticipated.
Also I'd like to apologize to Ekaterina Stadnikova, our favorite script writer, who I did not mention in the list of our colleagues. My bad.
Dmitry Akimov
Question:
I have purchased D3 Ressurection; updated the game to version 1.03 and then described the issues I was experiencing with the game in the corresponding topic on the forum
(http://disciples3.ru/forum/showthrea...t=7244&page=22). Still no reply from the representative of the developers. My question is: does the developers' representative actually read the forum dedicated to bugs, and if so, can he at least indicate "in red" in the topic if the bug has been accepted.
Answer:
Спойлер
Yes, presently we are reviewing the bugs forum by ourselves. These bugs are added to the bug tracking system and sorted within this system. In the nearest future we plan to use the help of the community in this. Considering the bugs themselves – we are sorry that there were quite a few of them in the patch. Another patch will be released very soon, where most bugs (hopefully) will be fixed.
Question:
It is interesting to know, what future awaits the game? Will there be more expansions after the Mountain Clans, or the series will end with the third expansion? Another interesting thing is the map sizes – as of now, most maps look like corridors, i.e. there is no actual freedom of movement. Will map sizes increase in additional missions and in the game editor?
Answer:
Спойлер
Considering our plans following the Mountain Clans – I guess it would be fitting talking about them once the Mountain Clans hit the stores.
As for map sizes – we will try to concentrate our efforts on maps of medium sizes, like those you have already seen in the Undead Hordes, maps 2-3-5. As for the corridors, I would disagree. Of course, there are "roads" on the maps, but personally I would not say that the maps are as "linear" as you suggested. Still, the community can start a poll on this topic, and if the vast majority of players confirm that the maps lack freedom of movement, we will add even more passages.
Question:
Do you plan to improve the graphics?
When will the new AI be implemented – in the Gold Edition or in the new expansion?
Are you planning to release another expansion after the Mountain Clans? Or will you start working on the next series?
Answer:
Спойлер
We'd love to work further on the graphics, but we don't have it in our current plans, since perfecting the gameplay is a way more important task.
Until Gold Edition is released, our programmers will be busy with the multiplayer, so the new AI will appear only in the new expansion.
Considering our future plans – at this time I don't even know the answer myself.
Question:
My question is: one certainly could edit the maps and reduce the amount of stone, but it won't solve the problem – only will reduce the income of stone. Can it be possible to introduce a special interface button for the quarries to switch them from mining mode to stoneshaping mode, for example? Like, the quarry instead of simply mining the stone and making building blocks of them, opens a workshop to make stone statuettes and souvenirs, which can be "sold", and as a result, the income would be, say, 10 gold instead of 100 stone per turn. It's not even necessary to change the type of resource – simply make a kind of sign that the profile of the source is changed, like a flag on the global map or something like that. In case when the quarry is captured by the enemy, the latter would have the opportunity to decide whether to mine stone in normal mode or convert stone to gold via this system.
Answer:
Спойлер
I don't suggest reducing the income of stone. What I would like to make is increasing the expenses in stone. Give the players more features, which require spending stone. But that will not make it into the Gold Edition anyway. Considering your suggestion – this is one of the features I would like to develop on a more global scale, but right now I would not keep discussing it simply because we would not have the opportunity of implementing it in the nearest 4-5 months.
Question:
Having read the first block of answers, I would like to clarify: what exactly will be done for the "improvement of the cities"? Are you planning to employ the racial architecture? Like, if the level of the city is reduced to basic when the owner of the city is changed, could each fraction develop the city at its own discretion, so that the development would not be the same for all the races? For example, the Undead might go for the melee fighters, Alliance – for shooters, the Dwarves could have more opportunities to fortify the city and make a real fortress out of it, and so on… I don't mean to make different city bonuses, but at least make them look different on the global map. Is that possible?
Answer:
Спойлер
I am sorry, but I wouldn't try to minutely describe the features which have not been implemented yet – just in order not to promise something, which later might not make it into the game. I will describe in detail only those features, which already have been implemented. Of course, you can send us your ideas and suggestions, and we will consider them all, but we cannot promise that your ideas in particular will make it into the game.
Question:
Are you planning to make "multihex" units in case of really big units on the arena? (say, 3 hexes for large units and 7 hexes for dragons). Especially keeping in mind that you were going to do some work regarding the arenas anyway.
Answer:
Спойлер
Seeing large units occupying several hexes would be nice, but presently we have no such plans. If we have the opportunity, we will try to implement this feature, but, again, right now we don't have such an opportunity.
Question:
1)What's wrong with experience? The XP formula seems illogical and providers too much experience?
2) Will the site be dedicated to Mountain Clans or Undead Hordes?
3) Can you please share possible studio names?
Answer:
Спойлер
1. I didn't understand the first question, sorry.
2. The site will be dedicated to Disciples 3 in whole, including all released expansions and those in development.
3. We considered the following names, for example, but dropped them because they seemed too cynical to us:
1. Tabaki
2. Antidote.
Question:
In Mountain Clans race the Tenderfoot tree (Druidess, Alchemist, Novice, Archarchdruidess) didn't have an attack. Since in Disciples 3 everyone has attack or heal ability, what will you choose for this tree? Heal or attack? Or Druidess heals, while Alchemist attacks, like a mix?
Answer:
Спойлер
We will try to make something more interesting than a simple "attack", but I won't be promising anything particular right now.
Question:
As for the map editor, it still lacks many features, like it needs to edit and create a lot of txt files for names, items in shops, dialogues, etc. Also the script that would allow any hero from a race to trigger an event would be nice, instead of a specific leader. Any plans for that?
Answer:
Спойлер
Yes. We do have several thoughts about simplifying the process of map creation. Some of them should be implemented in the nearest future, and I do hope that this will make the creation of maps and scripting easier.
Nevertheless, I would like to note that the complexity of the map creation is not our whim. It is the direct consequence of mistakes, which have been made at the stage of initial creation of the engine. So I don't think that it would be possible to fix this situation cardinally.
Question:
I understand the argument concerning the leveling. That peasant could become as powerful as leader. However, it could be simply avoided by the:
- base stats of the unit (at the 1 lvl)
- damage, hp modifiers ( like 1 point of Strength gives 3 damage, etc)
It is simple in theory, but of course requires a lot of balancing. Still, when I get 10.000 xp to lvl an Overlord and the bonus for the level that took me 2 hours to get is only 60 hp more and 6 more damage, well that is irritating.
Answer:
Спойлер
Consider it just a rule of the Disciples 3 game; a kind of limitation, something in between the development of Disciples 2 units and same units from Disciples 1, which received no experience whatsoever.
Question:
It is a pity that old spells won't come back :/ The new spellbook in my opinion lacks variability, all is the same. You have a fire damaging spell and get the same one with higher power up to the 5th lvl.
Answer:
Спойлер
That is the problem I consider serious myself. If we have time, I would gladly make the spellbook more diverse.
Question:
Will the wards return? Old wards could work well with resistance, they do not exclude. Ward would simply negate the first magical damage source, and resistance reduce all other.
Answer:
Спойлер
An interesting though; we just might consider this. In the end, it would depend on the complexity of the development and balancing, and also on the reasonability of this concept in the current gameplay.
Question:
Can anyone give a kiss or a hug to Alexandra for doing great job ;P ?
Answer:
Спойлер
Her boyfriend is a big and strong fellow, and I am afraid he might not understand such expressions on my part. She promised to tell him anyway, though
Question:
Will you add new units to the races? Even one unit would make it a great difference and make many very happy It doesn't need to be much, just one new unit per race. Like an alternative unit to the Imperial Assassin, a Sharpshooter, or Alternative to the Onyx Gargoyle, Blood Gargoyle or something ;-) One unit would make a difference 
Answer:
Спойлер
Unfortunately, we are not planning anything of such kind at this time. Though I agree with you – that would indeed be interesting.
Question:
Any hints what new neutral units will appear in Gold version?
Answer:
Спойлер
I am sorry, but I will not disclose such information at this time
Question:
It would be a shame not to the old fx from Disciples 2 spells that are already prepare. An idea would be to make "neutral spell cards". Exclusively available at shops, not in the spell books.
Answer:
Спойлер
This is included in the "possible reconsiderations of the magic system", which was discussed just above
Question:
Trading and learning spells of other races, a feature I loved in Disciples 2. It could have been achieve through diplomacy, special shops or by destroying the capitol. Can we hope that it'll return?
Answer:
Спойлер
Possibly, though I would not promise it now simply because we already have a load of work to do and even more planned ahead.
Question:
Chance to hit. Now it is determined by agility and dexterity. But a unit with high dexterity will always get a critical hit fighting with low agility unit. It is sometimes very annoying, when compared to Disciples 2, where there was a limit, I think 90% Chance to hit.
Now there is no tension when you attack since you know you will hit a critical, also it gives you no hope that maybe, just maybe, the enemy will miss. So, how about making a limit of 90 to Chance to hit with any attack or ability?
Critical hit could work the way it does, but resolved separately. First you try to hit, then determine if you get critical.
Answer:
Спойлер
In Disciples 2 even 100% accuracy didn't warrant a certain hit, and many players were annoyed with that – especially when fighting bosses and defenders of capitals. People have the right to clearly see their chances and calculating their moves and planning their tactics based on that information – that's what strategy games are all about. As for separate calculations of hitting and critical strike – the current system we use doesn't allow separating them easily, and it will take a lot of work both for the programmers and people who are working on the game balance.
Question:
Will you add the possibility to choose the Lord's Portrait as in Disciples 2?
Answer:
Спойлер
If we increase the influence of the Lord on the gameplay – yes, we will introduce portraits. But so far we don't have it planned.
Question:
Will you add healing units secondary effects like attacking units have, for example prophetess would dispel curses from units it would heal?
Answer:
Спойлер
Yes, that would be an interesting and useful feature, and we will try to implement it in the game.
Question:
When can we expect moving over water, or forests if possible?
Answer:
Спойлер
No, we will not be doing this, since making these kinds of movement will be very expensive in terms of resources.
For example – in order to implement movement over water, we'll have also to do the following:
a) Monsters to fight on water
b) Arenas for water combat
c) Resources and other stuff floating in water
d) Objects and buildings on water
And we will have to do all of this to make movement on water not just another not very useful feature, but an interesting and well-thought feature. This will take a lot of work and will prove quite costly, and currently we are not planning this work.
Question:
I know that is a lot of questions, the game lacks in various fields, but it is still a great game with even greater potential, the modding is simply extraordinary( I even managed to add a new building to the elven fighter unit's tree, but it can't be marked as bought and the unit doesn't evolve further, but I guess it is still possible!), the arts and effects are superb. Just wanted to say keep up the good work
Answer:
Спойлер
Thank you very much for your questions and your comment We will do our best to make the game constantly better.
Question:
Hmmm... since we have a map editor, how about battle arena editor? For making new, fixed battle arenas for dungeons. It would be very useful for a scenario where you enter a dungeon that is completely different than normal ones to kill the last boss ;-)
Answer:
Спойлер
Unfortunately, it is unrealistic – each arena is drawn in a graphics editor, and not in the game editor, and the obstacles are placed automatically following the previously set conditions.
Question:
I have a question concerning the editor. Do you have plans to further improve it, and if so (I am writing about this for a second time already), will you be adding the feature to run the maps in the editor window.
Answer:
Спойлер
Quick launch of maps in the editor window is still impossible. But we shall add the special button to automatically launch in the game the map which is being edited in the editor, skipping the splash screens, main menu etc.
Question:
When will you unify the game mechanics of the Renaissance and the Undead Hordes (to make the fundamental gameplay elements identical). In particular – when will the initiative in Renaissance work by the new rules, like in the Undead Hordes, and when the new "Wait" button will appear?
Answer:
Спойлер
We plan to do it in the global Renaissance patch which is scheduled for release together with the Gold version of the game.
Question:
Do you plan to introduce movement on water and ships in the Mountain Clans? I heard that Akimov, who now, as far as I know, holds quite a high position in the company, doesn't consider this a priority task, but without this feature the maps are very cramped and corridor-like...
Answer:
Спойлер
I have already explained above why we are not going to be implementing this feature.
By the way, it's even worse than you might think – Akimov is actually writing this text, and no, we don't do stuff that "he" considers of first priority. The tasks to work on are selected according to the following criteria:
a) An idea emerges – either someone of the team comes up with it, or we see that you are voting for it and you want to see it implemented in the game.
b) The idea is then discussed by the designers (all of them), and it is decided, how exactly we want to make it.
c) The cost of the idea is evaluated – how much time the development shall take.
d) If the development time is reasonable and acceptable, the idea is moved to the tasks and is implemented. If the development time is unacceptable, the idea is rejected.
Question:
Do you plan to introduce a feature of the global heroes export, like it was in Disciples 2? That, of course, would be unbalancing in terms of multiplayer, but in single player it would be nice to take a veteran hero, who had already finished the campaign, to single maps.
Answer:
Спойлер
It certainly will not be done as you have described, since, as you have correctly noted yourself, it would seriously harm the balance. Still, we have several ideas how to connect multiplayer maps and single-player campaign.
Question:
I wanted to ask, which spells from Disciples 2 will definitely not make it into Disciples 3? For example, damage, buff, debuff and healing AE spells, dispersing and creating the Fog of War in a small area, healing and buffing all allied unit of the fraction, increasing or decreasing the initiative and so on. This interests me because of modding, since I want to form a 5х25 set by the time the game is released.
Answer:
Спойлер
I am sorry, but right now I cannot answer this question, since we haven't yet worked on this issue.
Question:
When will you allow a bug tracking system so that non Russians can report bugs in an easy way ? I have dozens of bugs to report.
Answer:
Спойлер
We would be grateful if you left the information regarding the bugs in English in a special topic. We will be collecting the bugs, translate them and fix them at the first opportunity.
Question:
Why do we have to write in a Russian forum to contact the devs ?
+
Why did you completely ignore the efforts of the English community which collected lots of bugs for renaissance here http://forum.kalypsomedia.com/showthread.php?tid=5809 Some of these bugs are still in the game.
Answer:
Спойлер
The developers are Russians, and they have a forum for their project. On this forum, we are trying to answer all your questions and satisfy all your needs, Now, for example, we suggested this kind of interaction with you, and I hope you liked it.
Working with the community on other sites is the job of the publisher on that territory.
Question:
Why is the first part of your answers still untranslated so that we English speaking people feel like outcasts ?
Answer:
Спойлер
The first batch of questions was translated into English. We are sorry about the delay with the translation, and in the future we will do our best to get the translations faster.
Question:
Are you planning to improve the visual part in general? And, in particular:
1. Are you planning to redesign certain creatures.
2. Are you planning to rework the animations of certain characters (especially, for characters with repeated animations).
Answer:
Спойлер
We don't plan any re-design or reworking the animations.
Question:
Are you planning to take the game "off the railroad"? Despite the large number of maps in the expansion, most of them are very corridor-like.
Answer:
Спойлер
What do you mean by saying that the maps are corridor-like? Could you provide an example of a map which you do not consider such (a particular map with a screenshot in a top-down view).
Question:
How big will be the staff of the developer company and will it be possibly extended, if there are insufficient resources for implementing all tasks at hand during the development of the expansion and the Gold Edition?
Answer:
Спойлер
The list of the company employees can be found at the beginning of this post.
Question:
What is your progress with the optimization of the game? It is still quite slow at times while playing animations etc., even on quite modern and powerful PC's.
Answer:
Спойлер
At this time we are not working on any optimizations, since the performance of the game was deemed acceptable.
Question:
It would be great if there was an option to create random maps, like in Heroes 3. Is it possible?
Answer:
Спойлер
In theory – yes. In reality it is not possible so far. Run a poll on this topic. If the majority od players votes for the random map generator, we will try to implement it.
Question:
Is it anyhow possible to optimize the game for maps with a very large number of items? Right now the situation looks as follows: if you create a map with a decent amount of content, like all possible spheres, charms and sets for every hero type and every race, the game would work rather slow even on powerful PC's. It is kind of strange that you spent a lot of effort to draw all these little details on the clothing and similar stuff (and my guess is that many players would prefer, say, more neutrals over these "beauties"), but the maps, where all this diversity would really shine, are working on the very best PC's only, and even their owners state that playing is still uncomfortable under these conditions. And buying stuff in stores is not really that much enjoyable.
Answer:
Спойлер
No wonder. I would like you to show me an example of the game, where all the content could be laid out on a single map, and the game still performed smoothly. The content is designed for 5-7 maps, by no means for just one.
Question:
Do you plan to work more on ruins and make something interesting out of them? For example, it might be nice to have an opportunity to set the guards and the reward for the first combat. This would also allow creating locations, which not only had a sinister look, but also had a decent match for the player waiting for him inside – not another group of peasants, living in the dungeon)
Answer:
Спойлер
We had considerations in this regard, but nothing in particular so far. I cannot yet say, what exactly will be made in this direction and when.
Question:
Do you have plans for introducing more diversity to the tile textures of the terrain? Say, small flowers, puddles, small swamps, garbage, withered twigs etc? One possibility to implement this could be creating in the map editor several objects/decals, which could be passable like roads. In general – something that could be used to fill empty spaces, but didn't restrict movement at the same time. For example, the bushes, which already are in the game, could well be passable. Right now, the maps which are not made in a "windy corridor" style would simply look unfinished.
Answer:
Спойлер
Yes, we do have such ideas. In Mountain Clans we shall at least make normal grass, for example.
Question:
This question is partially connected to the previous one. Will there be roads and will there be passing penalties for various terrains/objects, should these "passable" objects make it into the game)?
Answer:
Спойлер
Right now we cannot say. On the one hand, movement penalties will delay the gameplay, which already is quite slow. On the other hand this is a standard strategy element. As of now, we do not yet have a definite decision on this subject.
Question:
Can you add the hotkeys, like those used in the second part of the series?
Answer:
Спойлер
We plan to rework the interface (hotkeys are part of the interface) in the Mountain Clans.
Question:
As far as I remember, when Disciples 3 were in development, the developers stated that in order to place a terrain guardian, it will be required to purchase a specific artifact in a castle. Why this idea was rejected in the end, and will there be later an opportunity to place guardians at the cost of money and/or stones?
Answer:
Спойлер
We have rejected this idea in order not to make the player returning to the castle way too often, since he had to do it quite a few times even without this feature.
As for revamping the guardian mechanics – we have not yet planned any changes in this respect.
Question:
Will there be an opportunity to choose a second target for units with double or triple strike (right now the point of having double strike without the possibility of choosing another target is unclear?
Answer:
Спойлер
The game mechanics, as it is, doesn't allow to change the target of the second strike.
If we manage to redo this mechanism, then it might become possible.
The point of the mechanics as of now is that the probability to land a critical strike is calculated separately for each of the hits.
Question:
Will there be room for inventory in the cities and capitals?
Answer:
Спойлер
Perhaps, but we are not planning to implement it any time soon, since there is just not that much need in this.
Question:
Will the assortment of runes and potions in the stores be limited somehow? (like, say, limit the amount of available resurrection potions to 10-15, for example)
Answer:
Спойлер
Most likely so. If we don't fall out of schedule, we will rework the interface in the Mountain Clans.
Question:
The creature summoning runes are way too cheap (for example, a golem costs only 300, eternal guardian costs 500; these are powerful units, but their price is just too low). Also, are you planning to reconsider the costs of runes and particular magic types (for example, the Elvish +75 regen magic is simply a cheat – it only costs 100 or 200 earth mana, but lasts 10 global turns, or 150 regen (4th level magic!!!) only costs 400 earth mana. Compare this to 250-point heal (4th level also), which the Undead have – it costs several times more)?
Answer:
Спойлер
This is a bug. We shall be constantly reviewing and fixing such issues. The feedback from the players, like in this example, is very useful for our work aimed at balancing the game. We would encourage you all to provide such feedback.
Question:
Will poison, burns and freezes deal damage before the units engage in the fight, and not after it (as it used to be in Disciples 2)? With the current mechanics, one has to spend an extra strike to kill an enemy unit, which would otherwise die due to being poisoned anyway.
Answer:
Спойлер
The current mechanics of DoT effects is depending on the technical specifics of the engine. Correct, it would be more logical, if DoTs applied at the beginning of the turn, but making changes in this mechanics would take quite some time, so if this is eventually fixed, it won't be any time soon.
Question:
What will be with unit stats and experience? Will the balance be reconsidered? There is clearly no balance between certain units! Why does the warrior leader get 30 points when increasing the endurance, ant the mage – 40 points? Also, the damage of the leaders is increasing very slowly (they will have normal damage only if 70% of points is assigned to damage, without spending points on agility/dexterity and endurance), and the hero will wear the best armor available. I have done some testing of the leaders, and I would suggest the following stats increase, which, IMO, will be the most suitable:
Warrior leader: starting attack - 72, life - 680 (STR increase – 4.5 ; END increase - 40)
Mage leader: starting attack - 45, life - 360 (INT increase – 2.5 (maybe even 3, but 2, as it stands now, is clearly too little!); END increase - 30)
Archer leader: starting attack - 61, life 490 (STR increase - 3, STR increase from DEX - 1; END increase - 35).
Nosferatu: starting attack - 52, life 385.
I haven't tested the Thief. I do hope for your support and I guess that you will do good job balancing leaders and other units!
Answer:
Спойлер
Balance is a very fine matter. You cannot simply place somewhere the numbers you want and enjoy the result. Balance is the game is put together of hundreds of nuances, wgich affect each other. At times you might be willing to increase the mage's attack when you're fighting a lone troll, but one should realize that the AE attack will make then the mage many times more powerful and useful against, say, a party of 8 units. Or it also might seem only logical that warriors must have more stamina than the mages – but in reality it would make combat more warriors oriented, and the mages will die just too fast. We had performed many combats in order to get to the numbers we have set now, like we made a lot of calculations on paper, in spreadsheets and on the graphs. The current result might be not perfect, but it still allows to have interesting and diverse combats in many different situations on the arena. Of course, we are always fine-tuning the balance, and the feedback from the players is very helpful at that, but I can say for sure that even if we manage to achieve perfect balance, many aspects of the game will seem illogical from the real life point of view.
Question:
Are you planning to introduce new ruins (dungeons); will there be an opportunity to set the guardians and rewards for the dungeons in the map editor? Will gold be awarded for beating the dungeon, instead of just an item? Why are there no nodes in ruins? I would also suggest making different difficulty tiers for the ruins. The higher the tier, the greater the reward, and the longer the recovery time (like 5 turns for the weakest ruin and 20 turns for the strongest).
Answer:
Спойлер
Ruins and dungeons will probably be remade. How exactly – we cannot yet say.
Question:
Is there a chance that we will see new unit trees in the Mountain Clans or in later expansions?
Answer:
Спойлер
There is such a chance, because it doesn't conflict with the general concept and should be quite interesting. Still, right now we have no such plans, and it also will be very expensive in terms of development.
Question:
How do you plan to balance the multiplayer, if at this point everyone can alter the units' stats, and every player has his own stats in a multiplayer game?
Answer:
Спойлер
There will be balance. I will not disclose how exactly it is planned to be achieved, since it is an important part of the anti-cheating system
Question:
Will you revamp several unit skills (like charge for cavalrymen or devouring of Molochs) to make them more useful?
Are you planning to change the cure effect from the Imperial mass healing ability from single-target active to mass active or mass passive? Here is the poll: http://disciples3.ru/forum/showthread.php?t=7353
Answer:
Спойлер
The current skills are useful – the point is that several skills are always useful; when others can turn the tables only if used at a specific moment. The skills are also the instrument of balance, and therefore one shall consider the usefulness of a unit with a rarely used skill just by itself in comparison with other units of the same level.
Question:
Are you planning to implement the function of "dangerous route evasion"? It is very inconvenient to redirect a hero every now and then to avoid encountering a neutral party, when the path is long enough.
Answer:
Спойлер
Create a poll. If this function is really needed, we will implement it.
Question:
Will the parties in the Gold Edition be more powerful, as well as Izerel, main boss of Renaissance? I felled him in quick combat mode on the medium difficulty level, and while playing Arion's campaign, I used almost no potions). It is the main boss of the entire campaign, and I would anticipate a really challenging battle!
Answer:
Спойлер
Yes.
Question:
Will there be any other mission objectives in the incoming hot-seat maps, besides destroying the enemy capital?
Answer:
Спойлер
We plan to implement this in the future maps.
Question:
Will the arena styles be changed for city battles (different landscapes, nodes added etc)? Right now there are only two arena types for city battles – 1-4th city levels: empty landscape, no obstacles; 5th level city – only one landscape: some weird thing in the middle and two passages on its sides! It would be more logical to make the passage in the center (drawbridge) and make a moat around the city or a castle, if it is the capital.
Answer:
Спойлер
As of now, we are not planning to remake the arenas. We will do it, though, if we have to revamp the cities themselves.
Question:
Will there be an opportunity to select the difficulty level for the hot-seat maps and to make the mini-map dark, opening it step by step during exploration, like in the campaign?
Answer:
Спойлер
Right now I cannot answer this question. We would like to do it, but the game mechanics prevents us from it. If we alter the mechanics, we will be able to introduce these features.
Question:
A question about the editor – will there be the possibility to create custom companies?
More precisely – will an option to select maps depending on completed quests be added to NextMap module? (Like, if a player has completed a mission in one way, he continues on map A, and if victory was achieved in a different manner, he proceeds to map B.)
Answer:
Спойлер
We plan to implement the possibility of creating user campaigns in the future, but I cannot say for sure, when it will be done. More likely, not very soon.
Question:
Question about the editor – is it possible to place not a particular piece of equipment into the chest, but rather "a custom set piece", for example it would be not a particular Archmage's Hat, but a generic headpiece, which will turn into the particular item, suitable for the leader, who had opened the chest?
Answer:
Спойлер
This is a useful and interesting feature. Unfortunately, we cannot implement it at this time. We will try to overcome the difficulties connected with it and introduce this feature.
Question:
ВA silly question, perhaps, but anyway. There were rumors that a movie inspired by the Disciples universe might be made. Is that true?
Answer:
Спойлер
These rumors had indeed taken place, this question indeed was discussed. But so far, a decision on this topic has not yet been made.
Question:
Questions, which would have been asked long ago:
1. What is the exact formula for calculating the XP awarded for the fight?
2. What is the exact formula for calculating crit/miss chances?
3. What is the exact formula for calculating the XP needed for the leve-up?
Answer:
Спойлер
We are sorry, but we do not think that this information should be disclosed at this time.
Question:
Question about potions.
Right now there are potions in the game which increase various attributes (STR, INT etc) by +50, and they last for 10 turns. If you play on large maps or in the campaign, you might save enough money to afford a couple of these, but on medium and small maps you often simply will not gather enough resources to buy them! At times you might want to use such a potion in the middle of the map, and not only before the final battle – and yet you won't be able to afford it, since the potion is just way too expensive!
So, the question is: are you planning to introduce cheaper and weaker potions in the future, besides "+50" potions, which cost 4000. Say, it might be potions, which only provide +20 to a stat instead of +50, and lasting 5 global turns instead of 10, but at a price of 1000-2000 instead of 4000?
There are several healing potion types in the game, after all!
For example, in Disciples two there were several types of potions which increased armor, accuracy etc.
Answer:
Спойлер
A great idea. We all stand for the increase of the number of items in the game.
Question:
There was a poll about using runes and potions during the battle, whether only leaders should do it, leaders plus some units, or all units and leaders. Can we expect any changes in that? This problem is closely connected with action points. Units cannot have more action points that 1 because they could cast and use spells and potions too frequently, but if only leaders could do this then units like Holy Avenger could again choose to attack two targets, instead of double striking one. Also spells in battle are very powerful, just as summoning spells, which are by the way pretty cheap in the capital.
Answer:
Спойлер
An interesting and logical idea. We have several thoughts regarding possible resolution of this problem, and we shall select the optimal way in terms of difficulty of implementing and interest and appeal.
Question:
I noticed it while modding Renaissance, not sure if it's still in Resurrection, but when creating units and sometimes changing already existing units - they have double strike, even though it was not in their abilities, is there a command to disable such double strike?
Answer:
Спойлер
Double attack as a skill is purely informational. The single, double or triple attacks themselves are bound to the model and its animations. The addition or removal of this skill will not affect the actual number of hits dealt by the unit..
Question:
Will you introduce in the future terrain penalties on the global map? For example: going through a road costs 1 move point, through normal terrain costs 2 move points, through a hard terrain costs 4 move points.
In Disciples 2 we had different terrain types that affected movement. Water, Forest, Normal terrain and Roads. While I understand that forests are now a natural barrier, you might reconsider another possibility instead: hard terrain, not a forest but area filled with bushes, plants, rocks, swamp, etc. ?
Answer:
Спойлер
That question has already been answered.
Question:
Are you going to fix the non working skills like Grove's blessing (Единение с природой), Sun's blessing (Суть пламени) and Wind's essence (Суть бури)? Currently these skills are not working and even their descriptions are wrong considering the fact that they are now passive skills. Also the description for the Statue (Статуя) ability is wrong: the unit can not move and attack, but it says in the description that the unit just can not move. Also the string for the same ability in rus_effects file is wrong: it should say that the unit gets increased armor and not increased strength. I hope you fix these problems in the upcoming patches.
Answer:
Спойлер
Thank you for this information. It is actually a bug, and we shall fix it.
Question:
The duration of the buffs on the global map, like regeneration of the Elves, is indeed 10 turns? Or a different duration was actually initially planned?
Answer:
Спойлер
Initially, it was planned as it is now – 10 turns.
Question:
How many turns in battle and how many "global" turns should spells and bonuses last? As of now, there are bonuses, which only last for two turns, while others last for as long as ten!
Will all spells and bonuses set to a uniform duration on the global map?
Answer:
Спойлер
It is quite easy to tune the duration of certain effects, but in order to change particular things, we need feedback so that we have an idea, what needs to be fixed, and how.
Question:
Also, there are way too luxurious buildings, increasing endurance by 10, 20, 30! Will they be nerfed to, say, 5, 10, 15?
Answer:
Спойлер
Maybe. First, we need to be sure that these buildings indeed harm the balance significantly – especially in multiplayer.
Question:
I have also noticed that poison and burns are not applied both (one is substituted with the other). In Disciples 2, for example, one could place all types of DoTs on the unit (poison, burn, freeze). Will it be fixed, and if not, then for what reason?
Answer:
Спойлер
Yes, it will be fixed.
Question:
I also don't like that a green dragon exhales flame, but instead of burning enemies, it poisons them. Maybe it would be better to associate burn with the dragon's attack, not poison?
Answer:
Спойлер
Yes, this way it would be probably better. We added the poison component inspired by the Komodo dragon monitors, but for a firebreathing creature the burning attack seems more natural
|
|