16 Engineering hours for LH v1.7
Greetings!
v1.6 of Legendary Heroes seems to have gone well and we’re now moving on to v1.7. I’m not sure what the rest of the team has in store for that (it’s Kael’s team, I’m just a floater). But I’ve got 16 engineer hours of my own time for v1.7 and want to make sure every hour is spent well. I don’t know how many of you are interested in the sausage factory side of game development but if you are, this is a good chance to see it in action.
These are what I’m spending those hours on:
Est Hours | Feature | Description | Status |
1 | Stamp fix | Fix stamp creation for modders, add some new stamps. | Done (1) |
1 | BattleRank overhaul | Redo battlerank so that the AI can more intelligently make decisions. | Done (1) |
1 | Leader Update | Updated text and specific conversations per player | Done (1) |
1 | New Spells | Add new tactical battle spells/abilities | Done (2) |
2 | AI tactical | Update AI tactical perf | Done (1) |
1 | Squad size | Increase squad size and test | Done (1) |
1 | Unrest penalties | Unrest causes bandits to spawn | Done and then undone (was not fun) |
1 | Eco balance | Update mana/maintcosts/research balance/hero generation | Done (0.5) |
1 | Wild land menace | Wild lands spawn monsters who go after players, get much worse over time. | Done (0.5) |
1 | AI updates | Have AI upgrade outposts, Better army management, Pariden use Arcane monoliths. | Done (1) |
1 | Gameplay | Master Quest harder, Heroes spawn at capital, Nerf consulate, bigger maps | Done (2) |
1 | Monsters vs. AI | Look again to see why AI and monsters aren’t attacking each other (likely a threading issue) | Looked at, hoping new combat rating system might help. (0.5) |
1 | Pathing | Fix the river pathing issue | Done (0.5) |
1 | Update stamps | World less flat, more interesting | Done (1) |
1 | Misc. | (bug fixing, fix lockups, lost device, other annoying things I encounter etc.) | Ongoing |
Watch this thread for updates. I’m going through this thread here for ideas.
As I finish these, I’ll update the chart to let people know. I don’t really get started on this until next week between meetings, accounting, legal, design, software work, etc.
Update 1: Friday, May 30
Finished the first half day working on this. Some of this isn't taking as long as I expected (marked at 0.5 hours in the status).
Update 2: End of day
Okay, I've got 9.5 hours into this. The AI is definitely nastier now with the outpost upgrades. The pathfinding is less annoying for me. I had a hard lock today that I want to put some time into. I don't want this to just be new goodies, I'd like to fix some bugs that people have reported.