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Caster of Magic II Milestone IV TODO list

Milestone III is done, waiting for response from Slitherine to start beta testing.

However that doesn't mean we have to sit idle doing nothing, instead, I can make progress on the stuff I was planning to add during the beta.

List updated, removed the already implemented or postponed features.

3. AI should learn to cast Nature's Cures.
This one is very questionable - the AI casts first and moves afterwards, so they'll need to have a full turn pass before they can even consider casting the spell. In addition, if the AI does a lot of battles, it might end up using most of their overland skill on this instead of summoning more monsters etc.

8. AI combat, when the AI is chasing after a unit with a large army, maybe the AI should spread their units out to corner the target more effectively? Not sure if necessary or how to do it though.

9. When AI decides on accepting/rejecting a hero, consider the AI's realms?
For example, Life or death wizards reject melee heroes without thrown or flight because they can't enable them to hit flying units without finding the correct artifact by chance.

11. Main Menu background should be improved.
Original game has the "Master of Magic" text animated, I have no idea how to do that for Caster of Magic.
No need for scrolling credits here either because I'm the only developer.

12. Spellbook page turning animation
This looks cool but it's difficult to implement, probably quite time consuming, and doesn't add to gameplay.
What's worse, slower animation slows down gameplay.
So not sure we want this?
Very low priority.

13. Detailed message about fleeing units.
"While fleeing you lost 7 units" vs "While fleeing you lost 3 Slingers, 2 Swordsmen, Witch, Draconian, Bard."
I'm worried this might potentially result in too much text though because the broken building list can already get very long. How did all of it actually fit the window in the original I wonder.

14. The generated button textures could have creases added to it, as the original game had some on their buttons.
Very low priority obviously.

16. Intro
Obviously I can't make a new one so we'll have to use the old one if we want any. Or maybe Slitherine wants to make one for us?

17. Allow spell charges in random generated item? If yes, which spells?
This basically applies to lair treasure containing items like
"Sword of Fireball x2" or "Wand of Entangle".
We probably want to avoid the higher tier spells in this feature, if added.

18. Autoselection order of units during battle?
http://www.realmsbeyond.net/forums/showt...?tid=10299

19. Possible addition of new item powers
Optional.
This can be milestone V but it's reasonably simple compared to new races or heroes so if we have good ideas, it can be done now.

21. Are we happy with the current Pandora's Box summoning budget and summon timing/chance?

23. Orc Horde might make more sense with 9 figures.
I originally wanted to do that but it wasn't possible in CoM I. If we increase figures, we need to tweak the other stats somehow.

24. Game option that makes the AI take their Diplomacy Phase before their turn instead of after for additional score.
This basically makes it so that the AI can attack you the same turn they declare war instead of the next turn.
Not sure why we would want this tho it was a player suggestion, it feels largely unnecessary. If you have no treaties the AI can attack you without a war declaration already. If you have treaties, they won't be attacking you directly after breaking the treaty most of the time, as they will need additional turns to declare war and it's very unlikely they'll roll "hostile" in the few turns in-between. So while it does have a little influence on gameplay, it's not relevant enough to be worth adding.

26. Create a manual

32. "City screen - work manager"

38. AI should issue stalling order to Phoenix in combat if there are enough normal units to fight. Probably should only use the Phoenix to engage when there are fewer normal units left than Phoenixes and using Raise Dead is not possible.

39. Cartographer screen layers (City names, Nodes, Lairs, etc.)

43. Test Chaos early game. It might be still too weak without Fire Storm? We might want to improve some of the common spells like Warp Wood or Disrupt?

44. Monthly report used an animated scroll image in the original game.
Like spell paging, this too is nice but not particularly necessary and absolutely the lowest priority.

45. How to handle Mud?
What movement types are unaffected? (Currently noncorporeal only. Original game also allowed pathfinding+noncorporeal)
What tile types are unaffected? (Large mountains! But what about small mountains, rivers, forests, etc?)

51. I want to add consumable hero boosting items into treasure as some of the rares possible things to find.
For example "Vial of Agility" would add the "Agility" ability to one hero of your choice permanently, or upgrade it to super if they already had it. Probably should be roughly half as many of these than spell picks.
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How about make raiders in higher difficulty spawn with heroes to lead them? (think about their king and their khan lead suppose non-wizard group to do anything on their own?
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Hero data is stored in the owner wizard's structure so neutral heroes are not possible.
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  • "11. Main Menu background should be improved. - Original game has the "Master of Magic" text animated, I have no idea how to do that ..."
    > Just like the speaking wizards, I guess. I have no idea either, but would try to slow down the movie and screenshot a series of images. It would be even easier to make this animation if Slitherine decides to name your game Master of Magic II.
  • "16. Intro - Obviously I can't make a new one so we'll have to use the old one if we want any."
    >There are millions of people out there who want to make a movie like this! You could ask Peter Jackson.
  • "26. Create a manual"
    >How about a thread for gathering content for a manual or wiki? 
  • "30. Test if Earth Lore is usable as is on larger maps or needs a larger radius of effect."
    >Its useful for scouting lairs, but not for revealing the entire map. It is better to use units with a good Scouting for this or the global spell.
  • "32. "City screen - work manager" I have absolutely no idea what this was, probably a forum suggestion?"
    >Aha. From the UI thread: https://www.realmsbeyond.net/forums/show...472&page=7
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11. I can extract the image sequence from the LBX, the problem isn't that but the "C" and the "II".
26. I'll consider that if I get stuck but I think I'll manage.
30. Good catch, there is a global spell for it in the late game so this is a non-issue. Earth Lore wasn't supposed to be used as a replacement for the global anyway.
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I think there is a great deal of opportunity in adding an additional customization screen in the setup of the game. Playing with game setup options gives the game more replayability. There are tons of things which could be done, in a similar vein to the options which are already in the game. I discussed this in the Alpha thread with Massone at some point. Currently the lever for making the game harder is only the % bonuses, which are fixed per tier. Not only could this be broken down and exposed, but you could choose extra picks to give opponents (score gain), or customize your opponents (score loss) or many many other things. There is a lot of easy gain to be had for the value of the game here. The score isn't really the point, but the ability to change the experience of the game.

Fan outreach for wizard portraits, or other art assets could be valuable and not cost you any money or much in the way of development resources. This might even result in an intro movie if you were able to specify the format parameters you needed. Yes, I know they can be user replaced, which is fantastic! However, I try to think of the game as a person picking it up for the very first time in 2020 would see it. And the UI / graphics are definitely a handicap there.

This: 10. When targeting a city spell, add a hotkey to find the next city that is a valid target automatically. Yes please.

Also this: 39. Cartographer screen layers (City names, Nodes, Lairs, etc.). Anything which makes the cartographer move useful would be good. On larger maps, I spend a lot of time trying to hunt down where that conquered node was located relative to my cities, etc.
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47. Good idea. A successful Cracks Call pulls the unit into a hole (unit disappears) , only if the battle is won you get it back.
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(December 27th, 2020, 10:43)Seravy Wrote: 11. I can extract the image sequence from the LBX, the problem isn't that but the "C" and the "II".
I didn't expect this to be the easy part. One could try to fiddle around with such a sequence of images.

@16. Intro
A very modern intro might not fit that well after all. The old one that says "reinvented" or sth instead of "modded" is probably just fine. I also got an idea to put the old Intro into a frame like >this<. After all, this one is marked as "free sock"! Maybe Slitherine has an idea.
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47.

I think it up to what kind of crack you would interpret. In indian myth, it could be something similar to earth consumed you either by quickmud, quicksand, or even active-crack-and-close. If I recalled correctly, the term is "the ground sucks them down". If it is so magical like crack opened-consumed-and-closed then irrecoverable damage is justified. if It is just mere cracked, it should either die and irrocoverable (stuck below) or not die but stuck there but be recoverable after battle based on dice roll but at least create impassable tile for non-flyer in process (big crack block their path).
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(December 26th, 2020, 20:18)Seravy Wrote: 22. Random generated items could have better autogenerated names.
Currently the item is simply named after the ability itself, like "Amulet of Resist Magic".
Other games use a more creative approach and assign a specific word for each ability,
like an Invulerability item would always be "Of Gods" or a Lionheart item could be "Of the Brave".

I really loved this idea. Every legendary weapon deserves a big name. Great for immersion.
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