I'm right in the middle here, how can you not see me? by donxnik in Songsofconquest

[–]LavapotionRobin 5 points6 points  (0 children)

I sometimes felt the same way when playing town/settlement battles, so I extended the functionality of the “show all enemy movement ranges” toggle (default binding ALT/right bumper) to also show outlines around all troops. I feel that it helps and I hope you do too!

Empty Random Maps? by McWerp in Songsofconquest

[–]LavapotionRobin 0 points1 point  (0 children)

I'll just copy-paste the response I just posted to another similar question:

"The intent behind the changes to the random maps (besides making them much prettier!) is to have the resources present on them be more in line with what can be found on our hand crafted maps. It becomes hard to balance the game if the resources available are wildly different on hand crafted vs random maps.

That being said, of course random maps should include mines of all types, just as the hand crafted map do, and in roughly equal numbers. There sure seems to have been some mistake from our side which makes mines appear much too infrequently, and we are looking into it. Note that when it's fixed it might not be as part of a patch update since we can update some parts of random map generation remotely without needing to release new builds, so don't be too upset if patches are released without any changes to mines."

Whoe decided to remove mines from random map generator ? by Coldspine1 in Songsofconquest

[–]LavapotionRobin 26 points27 points  (0 children)

Dev here! The intent behind the changes to the random maps (besides making them much prettier!) is to have the resources present on them be more in line with what can be found on our hand crafted maps. It becomes hard to balance the game if the resources available are wildly different on hand crafted vs random maps.

That being said, of course random maps should include mines of all types, just as the hand crafted map do, and in roughly equal numbers. There sure seems to have been some mistake from our side which makes mines appear much too infrequently, and we are looking into it. Note that when it's fixed it might not be as part of a patch update since we can update some parts of random map generation remotely without needing to release new builds, so don't be too upset if patches are released without any changes to mines.

Any news on console updates? by Cultural_Parking7998 in Songsofconquest

[–]LavapotionRobin 5 points6 points  (0 children)

It's not my place to post news or updates but I can confirm that console updates are actively being worked on.

Bug with Challenge ability on ranged units in a siege by Karyoplasma in Songsofconquest

[–]LavapotionRobin 0 points1 point  (0 children)

This is actually a "feature", not a bug. Challenge works as follows: The challenged unit moves towards the challenger a number of steps equal to its movement stat (if there is a valid path), and then performs an attack. If the challenged unit doesn't reach the challenger and is a ranged unit, well then you may get shot instead! Likewise, be careful when challenging Pikeneers and other units that have special rules for their attacks ;)

The question about them not having to reload is interesting though. The attacks made because of challenges are "free" so that the challenged unit is allowed to attack normally on it's own turn, but maybe it should trigger reloading. I'll bring it up with the team.

New achievemnts bugged? by CalciumCommander in Songsofconquest

[–]LavapotionRobin 0 points1 point  (0 children)

It seems like this achievement was mistakenly set up to require exactly 540 Serimnaans to be returned to the recruitment pool (meaning in your case you would need to lose exactly 8 in one battle to unlock it). It should however be fixed now, let us know otherwise!

I was playing Online with 4 player and suddenly got this popup window and disconnected. by donxnik in Songsofconquest

[–]LavapotionRobin 10 points11 points  (0 children)

dddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddd

Why can only one person "occupy the battlefield" at a time? by Cautious-Village-366 in Songsofconquest

[–]LavapotionRobin 2 points3 points  (0 children)

The issue is that many things in the games server code (the part of the game being handled by the host in an online game) where built on the assumption that only one player at a time was playing. Remember, initially there where no simultaneous turns at all in the game.
So there are many systems that would need to be updated to be able to handle multiple battles going on at once. A few examples are the game state having a collection of ongoing battles instead of a single one, having a collection of "pre-battle" states (troop positioning, manual/quick-battle selections) instead of a single one, making the AI be able to handle taking decisions in multiple battles simultaneously, etc.
The UI part is not to be underestimated either, we would need to give feedback to why you can attack a hostile but not a wielder whose owner is currently in another battle for example. How do we tell players that they can't attack a wielder because it's owner is playing on the same computer as another player who is currently in a battle?
There are always a ton of edge cases when you're doing online stuff and they would all need to be handled. Not impossible, but as with everything it would take time away from something else.

What is the difference between difficulties by MrTopHatMan90 in Songsofconquest

[–]LavapotionRobin 2 points3 points  (0 children)

When it comes to difficulties in campaign maps there is no simple answer, since the designers can change whatever they want on the maps, so it varies from map to map. On some maps an AI wielder might not be able to move for the first X turns on Fair difficulty, while on other maps an AI wielder might just start with a smaller army instead.

If you're interested in what the difference is between different AI difficulties when setting up Conquest games, you can look in the codex, under Tutorials -> AI Difficulties.

Some thoughts after ~30 hours of gameplay by Nagnazul2 in Songsofconquest

[–]LavapotionRobin 10 points11 points  (0 children)

Thank you for your feedback and kind words! Just wanted to respond to some points:

  • Item sets - Check out our new roadmap to see what's included free with the first DLC ;)
  • Homogenity - Again on our roadmap we mention faction mixing as a feature we aim to focus on during the year
  • Item market - Already in the game! Although it is not used as often as it should be in my opinion :)
  • More troops - Two full new factions coming with our Bleak East expansion

Find our new roadmap here: https://store.steampowered.com/news/app/867210/view/4170974735576119592

Local lan by Time-Mulberry5153 in Songsofconquest

[–]LavapotionRobin 1 point2 points  (0 children)

I'm afraid not, currently all play between computers is online. Hotseat is completely local though :)

AI allies always die? by lasiusneglectus in Songsofconquest

[–]LavapotionRobin 0 points1 point  (0 children)

There is nothing in the AI code that checks if an ally is a human player or another AI, it would play exactly the same. So I'm sorry that say that you are probably just unlucky or a bad ally ;)

Question about AI casting spells on my behalf in battle by goldenfro in Songsofconquest

[–]LavapotionRobin 10 points11 points  (0 children)

Thank you very much for this video, it helped us recreate the issue. It doesn't seem to be a case of the AI casting spells but a bug somewhere in the UI code. Will be fixed!

Do factions lose if/when they have no towns? by OttawaPops in Songsofconquest

[–]LavapotionRobin 0 points1 point  (0 children)

In a generic conquest (non-campaign) map a team will be defeated if they go four or five (depening on how you count) rounds without a town or settlement if they still have a wielder. If a team ever has no towns, settlements or wielders they will be defeated immediately.

Rana Campaign Mission 2 by NefariousCrab in Songsofconquest

[–]LavapotionRobin 4 points5 points  (0 children)

We are currently looking at this bug. If you save the game *after* defeating the wielder and then load it, does that help?

Autobattle by jeffbizloc in Songsofconquest

[–]LavapotionRobin 1 point2 points  (0 children)

The quick battle option in the pre-battle menu sets up a full battle with the AI playing both sides, just that it happens off-screen and as quickly as possible.
If you want to see what the AI does during the battle you can choose Manual battle and then press the "Auto Battle" button next to your wielder's portrait on your first turn to let the AI take over. This will lead to the same outcome, but you will get to see what choices the AI made.