FE v0.86 question - how does experience work?


How does it work?  Is it always a set amount for killing a unit/monster or doing a certain quest?  Or does it vary depending on what you do in combat?  I think it should be set myself.  I ask since as my heroes and units acquire experience and can kill enemies faster their advancement seems to stall and top out around lvl 9-10.

 

 

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Reply #1 Top

advancement seems to stall and top out around lvl 9-10.
End of quote

 

Partly, I think that's along the lines of what the Dev's have intended. Not that I've gotten this far myself, but from what I hear, you shouldn't need many more levels than that to be able to roll over pretty much anything you'd want! Unless of course, you're up against another level 9/10 hero.

And as with all RPGs, each additional level requires more exp to attain than the previous level had. This the reason why it's hard to level beyond 9 or 10 in a typical game.

Reply #2 Top

Rolling over stuff as a lvl 9-10 hero requires you to be lucky in your picks.

So far my heroes lvling seem to stall at lvl 7, and for each lvl after that it just seems slow, but I did get a hero up to lvl 12 (my main hero)... Not that there was a notable difference from the last couple of lvls, (especially because I didn't like earth mastery...)

As what I noticed yet (some may see it differently) in combat, you gain experience compared to how hard the battle is for your group of units at the start of the combat (so if your units die, the survivors still get the same amount of xp). Not sure about quests because I cannot really see how many Experience Points the quests reward (which is kind of a problem IMO).

Sincerely
~ Kongdej

Reply #3 Top

I still think the .86 system is unfun, gamey and overkill.  There has to be a better, more interesting system to deal with hero SoD.

I do not know what that system would be, I just know I strongly dislike the current system, though the alternative is almost as bad.

 

I'd suggest these tweaks

1) The penalty for heroes only kicks in fully at lvl 5

2) Boss monsters don't cause this split

 

 

 

Reply #4 Top


I agree the xp split seems kind of harsh, but I do acknowledge the attempt to limit stacks of doom.  But if I top out at level 9-10 for most heroes on a large map, why then can I recruit most heroes at lvls 7 & 9...???  If they're pretty much top level at that point I should have to develop them to level 9 not just hire them at that level.  I suggest nerfing starting hero levels to 1-2-3-4 not 1-5-7-9....

Additionally I would agree that a stack of doom is a group of heroes and maybe a few drakes leveling 9-11 each.  I took out every unit and quest with such units dresses for the most part only in chain mail and quest reward items & weapons using magic and combat mixed.  I also had no enchantments on my units, unit the last battle with the dragon dude that I had to equip & enchant for and then I wrote him off in a few turns only loosing 1 hero.

Also the fireball+10 initiative skills are tooooo easy.  This should be adjusted... not sure how.  2nd game I took this combo and my Sov is walking through enemies with very little effort...  Can the starting positions of enemies be spread out more instead of a nice 3x3 fire ball eating clump?  Then I'd only toast 2-4 instead of almost all the opposition in 1 cast.

This would also address the issue of hand to hand units being behind archers at the start of combat as there would be space to pass between instead of all the way around, or stuck in the center of, the archer units.