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  #31  
Old November 29th, 2011, 05:53 PM
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Default Re: Conquest of Elysium 3 dev log

Anticipation. We have gotten a new version to test about every 15 days. A new one is about due. And there are many things on the progress page that I cant wait to play with.
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  #32  
Old November 30th, 2011, 04:24 AM

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Default Re: Conquest of Elysium 3 dev log

will it come out before christmas?
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  #33  
Old November 30th, 2011, 01:04 PM

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Default Re: Conquest of Elysium 3 dev log

Well, since there are 15 more versions to get to 3.0 and since versions are occurring about every two week, it looks like at least 7 months before it comes out
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  #34  
Old November 30th, 2011, 02:06 PM
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Default Re: Conquest of Elysium 3 dev log

New versions have come out in as little as three days, but the last three or four versions have had a longer time between them because many more new features have been added each time.

Some of those have been fairly big changes, such as the addition of the Dwarf Queen class in 2.84, lots of new spells (and more to come, no doubt), AI improvements (which is a fairly big deal, since each of the 17 classes has a separately programmed AI) and entirely new mechanics (water breathing items, for one).

The frequency of versions is also very much dependent on how much available time Johan has to devote to the project. And where graphics are concerned, how much time Kristoffer has too.

I don't know if it will take seven months but it certainly will not be in 2011. Johan's working hard and so are the testers too, you can count on that.

The final product is certainly worth waiting for.

Besides, testing takes time. Even using debug commands, some stuff can be devilishly hard to find since it is either complex, hard to spot or both or requires specific preconditions that can only be set up after a fair amount of time (even with accelerated progress).
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  #35  
Old December 1st, 2011, 11:17 AM
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Default Re: Conquest of Elysium 3 dev log

What is the criteria for releasing a new numbered version?
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  #36  
Old December 1st, 2011, 03:08 PM
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Default Re: Conquest of Elysium 3 dev log

Right now it's enough accumulation of new features and/or enough fixes for bugs (feature bugs, not just statfixes). Once there is more stuff to test, generally.
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  #37  
Old December 1st, 2011, 06:40 PM

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Default Re: Conquest of Elysium 3 dev log

Are there going to be some preset scenarios like CoE2 had? If so, will we be able to make our own scenarios as well?
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  #38  
Old December 6th, 2011, 12:48 AM
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Default Re: Conquest of Elysium 3 dev log

Nobody has said that. In fact none of the CoE3 forums are on Shrapnel.
As far as I know its still undecided altho no matter what is decided it will probably be for the developers so I wouldnt hold out for it being better for you.

As for Scenarios, it is looking good. Some much more involved map commands with triggers, timers, and events is already fleshing out for CoE3
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  #39  
Old December 6th, 2011, 10:11 AM
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Default Re: Conquest of Elysium 3 dev log

Are there any public CoE3 forums?
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  #40  
Old December 6th, 2011, 01:17 PM

NooBliss NooBliss is offline
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Default Re: Conquest of Elysium 3 dev log

* Sleeping targets are immune to fear.

But... but WHY?!!
That's such a great way to make one sh.t in his pants!.. It was one of our favourite tricks in DnD2.0
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