A major must fix exploit!

So I just got the game a couple of days ago, and not even 2 days after I started playing it, I found a game breaking but that needs to be changed asap as its highly exploitable nature will ruin the game for me.

 

What im referring to are <henchmen>

henchmen as you know are single units that level up like a hero and die like a hero, but do not split xp. they cost influence to make so you cant really spam them out but here is where the issue is

 

hero perks stack with other hero perks!

 

dont sound too bad yet? let me explain

 

so your first few levels you can take whatever, but we are going to use the xp boost perk for this example. take 1 and 2 should they both come up, and take path of the governor. under path of the governor is a perk called trainer that gives 10% xp to your army and has 3 ranks. if you have 5 units with this thats 50% extra xp from units alone, not counting the bloodline xp bonus, or the 25% xp bonus you can take at channeler creation.

and thats just with rank 1, let me toss some math up here so you understand

 

10% for bloodline

25% from channel perk

trainer1 - 10%

trainer2 - 15%

trainer3 - 20%

Potential1 - 15%

Potential2 - 20%

Potential3 - 25%

 

While I would like to think it was meant to only use the highest value, the values stack for everything else so a trainer 3 leads me to believe you have a 45% xp boost shared with your whole army.

so if you have 9 units thats 405% xp shared not counting any other factors.

 

Ok so leveling is bad enough, but you can also take perks when you make these units that give them stuff per level - 1 dodge, 1 acc and 1 spell resist per level as well as 25% personal xp boost. While I have no tired it yet there is also a bard perk they can pick that gives a 10% boost to the army so thats up to another 90% bonus shared.

 

killing some random low level monster nets me 400 each xp to give you an idea of how bad it is

 

So doing all this leveling I found out that not only the xp stacks, but any and every army perk does. so if you go into path of the defender you will end up having everyone with healler (+9 hp healed a round)  270 spell resist from obsid guard, 81 extra dodge from guardian, immune to crit, counterattack, +1hp a level (thats on top of other +1hp per levels you may have stacking up to insane hp values) and another perk I cant think of the name but it gives +2 def vs slash pierce and blunt (18 to each before armor)

 

so just after a few kills or quest you have lv 50-60 units with as much hp as bosses giving heaps of gold and research per round who more or less cant die in any way shape or form.

 

 

there are many ways to fix this issue, my advice tho is to make it so only one take effect for a group. this one thing really can ruin the game for someone ya know. hope a fix comes out for this soon

 

also if this is not the correct area for this, please forward this message to the correct area. Thanks!

 


~TCD~ beta testing clan

~D~

5,422 views 6 replies
Reply #1 Top

Yea, we know.  It's crazy good.  I hope they do something special with them in the expansion, making them still good, but not better than champions like they are now.

Reply #2 Top
Exploits do mess up any game there are in. But like the old 'debate' on whether 'teleportation' spells should be carried over from EWoM to FE, exploits, until 'fixed' by the programmers, may be 'resisted' by the player. Until SD fixes it, just choose to not use the exploit. BTW, yes, henchmen can be exploited, but don't they also Die? (I've only just downloaded FE a day ago - been busy modding Skyrim.
Reply #3 Top

No, they get injuries like champions.  But I kinda like them.  They require lots of influence though.

Reply #4 Top

The fix for this is simple in concept, but not available in the current game. Make only the highest bonus in the army apply. i.e. if you have a sovereign with general (+25%) and a hero with Trainer (+10%), then only the +25% would be applied. Same for obsidian guard, and all other army bonuses.

 

This would fix all this broken stacking nonsense and preserve the usefulness of the various abilities when mixed and matched (as intended, imo).

Reply #5 Top

Ya thats what I was getting at. I figured it was already known but I wanted to toss it out there just in case.

 

The game is mod friendly correct? How much control do we have with modding it? I can think of many ways to hotfix it by overriding the unit or the perks

Reply #6 Top

While it might be possible to mod this, I don't really think it's worth the time to mod.  The Computer doesn't make use of this "feature" and the player is capable of resisting.  It is something they should change in a release, but the only people that would download the mod are the people that don't want to do it..... and there is a much simpler way to avoid doing it (don't do it).

 

That said, our modding community is extremely helpful.   If you feel the desire to write the mod yourself, head on over to the modding forum :)