" Creating your sovereign
The idea has come up on the forums and we agree that sovereign creation should get its own screen and that the sovereign is independent of the kingdom/empire you choose. That is, you shouldn’t be “stuck” with a particular “wizard” based on your faction choice. "
Excellent. Don't forget to give us Lots of Aesthetic control.
" Sovereign Handling
People do not want luck to decide the fate of their sovereign in a battle. Many people don’t like the idea of ones sovereign dying meaning the end of the game.
The sovereign being a unit in the game is key to the game mechanics that will become more apparent later. But we have been convinced by the feedback that there shouldn’t be an “evade” ability.
Instead, we’re now leaning towards if your sovereign is attacked and your side loses, the sovereign flees to the nearest city. However, if you attack with your sovereign and you lose, your sovereign dies and the game ends. So you can control whether your sovereign is in any peril. "
I really like this idea. This gives the player complete control on putting their Sovereigns life in danger. The only thing to watch out for here is that when trying to kill a enemy Sovereign the game doesn't turn into a big round of "chase the Sovereign all over the map". If we can manage to surround an enemy Sovereign in his city and he has no tiles to flee through then it should be Game Over for that Sovereign, even if it's a Players Sovereign. I don't think that would cause a problem. Chances are the AI won't ever surround a players city entirely anyway so it should be rare for the AI to do, but it will help players greatly when killing enemy Sovereigns.
" Game Performance
Beta 1A has pretty bad performance. This has been fixed internally due largely to a couple of one line type bugs that affected a lot of stuff.
General Bug reports
Kryo has been documenting these. I’m torn between wanting to put up an interim build this week that lets people have the bug fixes sooner and waiting until next week when there’s a lot more features. By waiting until next week, we don’t have to fixate on a build and more will get done so we’re leaning towards that. "
I don't think any of us expect Elemental to be "super stable" at this point anyway. If we need to wait a build or two then we'll wait a build or two. Other things are more important at this point as long as you know you can fix the stabilization.
" Thoughts on Mopping up
Since there is magic in Elemental it frees us from a lot of the usual “mop up” issues found in traditional strategy games. At least, that’s the theory. Over the next several months you guys will have a lot to say on this. "
Keep an Eye on THIS THREAD: Mop Up...The Debate
I've got a lot of ideas about this in the future and I think the Quest System can be used heavily to help keep the Mop Up phase from becoming tedious.
" How similar to Master of Magic?
Well, that’s a discussion unto itself. Elemental isn’t designed as a clone. But it is definitely pretty similar in the key elements that, IMO, made MOM special. "
You're a fan of old school. We're all fans of old school. That's why we're here. I wouldn't worry in the slightest about how much is borrowed or copied from other games of this type. Elemental is a vision and a masterpiece all it's own.
Edit: The "Quote" function is doing odd things, sorry.