NEW: Elvish Dynasty RPG

Discussion and development of scenarios and campaigns for the game.

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SpenceLack
Posts: 106
Joined: January 22nd, 2007, 4:29 am

Re: NEW: Elvish Dynasty RPG

Post by SpenceLack »

I have updated a new version, 2.2

Changelog:

* Fixed some spelling and grammar issues.

* Made “Escorting Jystaev” easier on all difficulty levels…

*Fixed a bug where Kireille’s unity magic would sometimes not activate during the Coronation.

*Fixed a bug where Celadine would sometimes start in the wrong location in the “Empire Invasion” level.

*Made level 2 unity magic slightly easier to get for the player.

*Fixed a bug where, after the “7 Sins of Aurelia” level, Aurelia could be reverted back to a 0 xp shaman.

*Fixed a bug where, if the player entered the “Naval Combat” level with mercenaries, they could recruit the mercenaries in addition to naval vessels.

*Toned down the enemy spawn rate on the “Devour Floria” level.
Krzysztof-H
Posts: 14
Joined: January 20th, 2024, 11:05 pm

Re: NEW: Elvish Dynasty RPG

Post by Krzysztof-H »

I played the first 4 years, and it's looking great! I think it's the right move to use Sovereignty Points instead of gold. Not having the gold carryover means I can just focus on getting experience in combat stages. I really enjoy the training rebalance as well.

I just tried running Coronation scenario, but unlike in the previous version, Kirielle didn't give everyone Ambush ability at the start. Is there any trigger condition for this?

One lore question.
Spoiler:
SpenceLack
Posts: 106
Joined: January 22nd, 2007, 4:29 am

Re: NEW: Elvish Dynasty RPG

Post by SpenceLack »

Krzysztof-H wrote: January 8th, 2025, 10:37 pm I played the first 4 years, and it's looking great!
Glad you liked it!

In the previous version of Elvish Dynasty, Kirielle would show up at various points and give the player ambush and/or nightstalk. But in the new version, Kirielle's unity magic ability is to provide extra ranged damage, provided you have enough happiness to activate it.

So now in the Coronation the player just doesn't get ambush (though they might get extra ranged damage). Alas, I noticed that I forgot to add Kirielle's unity magic macro to two of the four Coronation levels in Elvish Dynasty version 2.1, but that has now been fixed in version 2.2

As for the other levels where Kirielle used to give ambush...In "Secret Admirer" the elves just hide in the bushes without magic. In "Assassination" and the Empire invasion level it's now Celadine who provides ambush and nightstalk via unity magic.

As for why the Children were at the Coronation, that is actually a very good question, and it's something I should address in a future update. The unfortunate truth is that it was originally a reference to a long-discarded plot idea, in which High Priestess Celadine was actually a traitor and the big bad villain of the entire campaign, and she had set up Aurelia to be killed at her Coronation. But as that plot idea was never actually implemented, I should probably just retcon the story to have Kirielle chalk up the presence of the Children to bad luck.

Thank you for your feedback!
Krzysztof-H
Posts: 14
Joined: January 20th, 2024, 11:05 pm

Re: NEW: Elvish Dynasty RPG

Post by Krzysztof-H »

I see! Thank you too :)
SpenceLack wrote: January 9th, 2025, 10:18 am So now in the Coronation the player just doesn't get ambush
Ah, that makes my leaders assassination plan invalidated (apart from Kirielle herself). But then again, it's fine, I can just grind for experience in the center. No need to worry about gold carryover. Overall, improved game design!

Edit: Yes, it's absolutely still the valid option to send Kirielle to assassinate for example the south-eastern leader. At least on normal difficulty. I even tried sending her north from there to the north-eastern leader, but by that time, the situation was already under control. I even attacked Invix with my other units for extra experience :)
Last edited by Krzysztof-H on January 11th, 2025, 9:37 am, edited 1 time in total.
Krzysztof-H
Posts: 14
Joined: January 20th, 2024, 11:05 pm

Re: NEW: Elvish Dynasty RPG

Post by Krzysztof-H »

Quick feedback about character Happiness. I feel that the bonus should start at 50. If you think about it, from 0 to 50 are 51 different integers, whereas from 51 to 100 are 50 integers.

If you make that change, the ranges would be:
0-49 – 50 integers
50-89 – 40 integers
90-100 – 11 integers

And if you really wanted, you could make it 90-99 and make 100 give something extra ;) Even if it was just flavor text.
SpenceLack
Posts: 106
Joined: January 22nd, 2007, 4:29 am

Re: NEW: Elvish Dynasty RPG

Post by SpenceLack »

Krzysztof-H wrote: January 10th, 2025, 5:10 pm Quick feedback about character Happiness. I feel that the bonus should start at 50. If you think about it, from 0 to 50 are 51 different integers, whereas from 51 to 100 are 50 integers.

If you make that change, the ranges would be:
0-49 – 50 integers
50-89 – 40 integers
90-100 – 11 integers

And if you really wanted, you could make it 90-99 and make 100 give something extra ;) Even if it was just flavor text.
I agree with this, and it has been implanted (see below)!
SpenceLack
Posts: 106
Joined: January 22nd, 2007, 4:29 am

Re: NEW: Elvish Dynasty RPG

Post by SpenceLack »

Version 2.3 has been uploaded. Hopefully this will be the last update, barring any major bug fixes or changes.

Change log:

* Changed the Happiness report so that the player’s level 1 unity magic starts at a value of 50, not 51, making it slightly easier to acquire. Krzysztof-H made a convincing argument for this change and I agree with it. I also made a small quality of life change — it’s too easy to mistakenly buy happiness on the Happiness Report menu, so I changed the “leave” option to be the default choice at the top of the menu.

*Escorting Jystaev — I reduced the gold of the thief leader on all difficulties. He was just supposed to be a minor obstacle, but ended up being the toughest part of the whole level, because his horde of ruffians can slow the player down too much, allowing enemy spawns to become overwhelming. I also fixed a problem with the bandits sometimes spawning into impassible terrain.

*Brigands on the Border —This was the most difficult of all the early random combat levels, so I reduced enemy gold in order to bring it in line with the other levels. Also, the two enemy leaders now have different leadership styles which the player can exploit. The goblin leader is now cowardly, not leaving his keep and being cautious. The bandit leader will be aggressive, leaving his keep and having his troops stay on the offensive. Their names have been changed to reflect their new AI.

*Gem Cave — I feel the difficulty level of this scenario is fine, as it’s very difficult to lose as long as you follow Kirielle’s advice and fall back. But players choosing this level will get fewer experience points when compared to the other initial possible combat levels. To compensate for this, I introduced Dwarvish Miners into the recruit roster for the bad guys and made the AI hire them; they are relatively harmless level 1s that should provide good xp for the player.

*Elven Heritage — In this non-combat scenario the player could increase Aurelia’s happiness. While the buffs took effect as promised, the actual message the player gets about happiness levels could contain incorrect information. That has now been fixed.

*Imperial Missionaries — If the player accepted the missionary’s offer Kirielle was supposed to get Stun, but could in some circumstances incorrectly get Poison instead. That has now been fixed.

*Swamp Defense — Professor Mattison’s men now leave if he dies.

*Elixir of Happiness — The value for Kirielle’s happiness was incorrectly reported just before the player had to make their choice. That is now fixed.

*Coronation — Per Krzysztof-H feedback, the story has been changed. It is now stated that the presence of Invix at the Coronation is not due to a conspiracy, but bad luck. Enemy gold has been slightly reduced for all difficulty levels. Also, Invix no longer gets gold for capturing villages (he already has a base income of 5).

*Last Man Standing — Slightly reduced the wose income, and increased the traversability of the watery part of the map.

*The 7 Sins of Aurelia — Made some minor changes to the dialogue, and had Magnai teleport in during the Greed section.

*Losing to Win — Due to a bug, the 10th anarchist killed doesn’t actually die, he stayed on the map with negative hit points! That has been fixed. Also, because this scenario was too hard, enemy gold has been reduced, the player got 2 more villages, and better defenses.

*Proetus — Unity magic was not enabled for this fight. Oops! It has now been fixed.
SpenceLack
Posts: 106
Joined: January 22nd, 2007, 4:29 am

Re: NEW: Elvish Dynasty RPG

Post by SpenceLack »

Version 2.4 uploaded. There were still a few issues that needed to be addressed, so this update should resolve them.

Change log:
*Self Training — The benefits of self-training have been vastly increased. I made this change because I realized it was not a good deal under the previous system. I thought about the best case scenario for self-training, which is that the player was lucky enough to get both artifact merchant random events, and spent 8 sovereignty points to buff self-training. That’s a lot of SPs; depending on the difficulty level that could be all the SPs a player will earn during the course of the campaign. And what did Aurelia get for those 8 SPs? She got some minor buffs roughly comparable to level 1 unity magic. But if the player had spent those SPs to get unity magic instead, that would apply to the player’s whole army, rather than just one unit, so self-training was just not a competitive choice. Additionally, as the leader, Aurelia is going to spend a lot of time on the player’s keep rather than fighting on the front lines, which further dilutes any value for self training. And, since Aurelia has no traits unlike other units, she is starting out at a lower relative power level when compared to similar units, meaning it will take more buffs to elevate her to the status of a high powered unit. Thus, greatly increasing the self-training values was necessary to make self-training a more attractive choice.

*Fixed a graphical glitch that occurred when using teleport-in animations. A frame of the unit would be fully visible a split second before the animation would play. This is a game engine bug, but I did find a workaround so it hopefully should not appear any more.

*Fixed some spelling and grammar errors.

*Imperial Missionaries — Some text still stated that Kirielle would gain poisoned attacks instead of stun attacks; that has now been fixed.

*Swamp Defense — If Professor Mattison was killed his lackeys were supposed to provide commentary, but due to a bug most of it did not appear. Fixed.

*Last Man Standing —If the player recruited woses into their army from “Mine Assault” some extra dialogue now plays out.

*The Seven Sins of Aurelia — If the player previously completed the “Treasure Hunt” scenario there will be additional flavor text regarding Calliaria’s death.

*Vaan Civil War — The player is now informed of their relevant happiness levels before they decide which faction to support.

*Armageddon — Increased map traversability. Changed the dialogue a bit.

*Treasure Hunt — NPCs that only provide flavor text now don’t speak more than once. NPCs that are part of the quest can still be talked to multiple times.

*Losing to Win—Two turns added, change the terrain a bit to favor the player, fixed an issue where the camera would scroll to the elves even if the player was controlling the dunefolk at the time.

*Oracle at Tezmir — I made some more dialogue choices to address some plot concerns brought up by Krzysztof-H.

*Epilogue — Fixed an issue where Celadine was supposed to appear but did not in some circumstances.
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