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1. Tremor still doesn't work as described. Unless I'm wrong, Tremor is described to immobilize a unit for 3 turns, why then does it only ever immobilize a unit for 1 turn(the current)?

2. I played a diplomacy/conquest match, where as soon as i declared war on an enemy, almost all other factions declared war against me. Is this intended?

3. I played 3 full games, and in all 3 games, Yithril managed to climb to the very top very quickly. Balance issue perhaps?

4. I like the new hero trait selection, with the variety of stuff to choose from as well as the earned heroes from prestiege reminded me somewhat of the Total war generals. Perhaps maybe consider on level up, add a random, lesser trait to the Heroes in addition to the one player chooses so as to encourage different trait selection, as well as to give each hero a bit more uniqueness.

5. Ophidians are... waaaay too weak to be considered "medium", and the same applies to auto-resolve.

6. Towns near forests (but not directly adjacent during founding), cannot seem to be able to ever build a lumbermill, even if expanded into the forest. Design choice? or bug?

7. Ice elemental seems to be far inferior to the lightbringer, despite being 2 tiers higher on skill tree.

Thats all the things that have been bugging me thus far.

24,117 views 19 replies
Reply #1 Top

regarding 3 (Yithril): i think that's just coincidence. sometimes they will be strong, but in my games they are often really weak. guess Verga had just a streak of luck in your last 3 games ;)

regarding 5 (Ophidians): are they considered medium? i'm almost sure they are classified as "strong" (at least their lairs with 3 of the beasts). strength ratings aren't all that reliable, though. better to learn which creatures are actually hard instead of following the rating. Air shrills for example are considered "strong", though they are usually easier to defeat than for example wolf lairs (which are classified as "medium" i think)

 

regarding 6. (Forest): if the town center (hub) is adjacent to the forest, you can build a lumberyard (and follow up buildings). if it expands near/into a forest, you can't (there's a fairly popular  mod that changes that rule i think - haven't played it, though [snaking mod?])

can't comment on the other points. don't know if they are bugs

 

 

i think)

Reply #2 Top

Quoting Azunai_, reply 1
regarding 3 (Yithril): i think that's just coincidence. sometimes they will be strong, but in my games they are often really weak. guess Verga had just a streak of luck in your last 3 games

regarding 5 (Ophidians): are they considered weak? i'm almost sure they are classified as "strong" (at least their lairs with 3 of the beasts). strength ratings aren't all that reliable, though. better to learn which creatures are actually hard instead of following the rating. Air shrills for example are considered "strong", though they are usually easier to defeat than for example wolf lairs (which are classified as "medium" i think)

 

regarding 6. (Forest): if the town center (hub) is adjacent to the forest, you can build a lumberyard (and follow up buildings). if it expands near/into a forest, you can't (there's a fairly popular  mod that changes that rule i think - haven't played it, though [snaking mod?])

can't comment on the other points. don't know if they are bugs

 

 
End of Azunai_'s quote

yeah, Ophidians are considered medium I "think", but in fact they are extremely weak.

IIRC, in the original fallen enchantress, a town can build lumbercamp if expanded into a forest.

Another feedback:

Mercenary camps... they are so worthless, their troops are so crap, and yet the wages are extremely absurdly high, however there is no way of actually getting rid of a Mercenary camp that was either built by the enemy, and inherited or just accidentally built it.

Grrr..

To illustrate, they give Hunters, archers with 21 attack, 0 defense, and 1.5 wage.

Compare to say... my Infantry unit, 36 attack, 31 defense, and 0.5 wage.....

Either allow the mercenary camps to be destroyed (raze), or have their spawned units upgradable to something... better.

Reply #3 Top

In FE, you could only expand into a forest and be able to build a lumber camp IF your city started directly diagonal from a forest. So if you started right next to one, you could build right away, if diagonal, you had to expand a bit, and any further than that, you couldn't build one ever.

Reply #4 Top

Quoting Lord, reply 3
In FE, you could only expand into a forest and be able to build a lumber camp IF your city started directly diagonal from a forest. So if you started right next to one, you could build right away, if diagonal, you had to expand a bit, and any further than that, you couldn't build one ever.
End of Lord's quote

 

fair enough :)

Reply #5 Top

It's same for piers if am not mistaken.

Regarding Ophidians as being weak. Not enough info. What did you fight them with? On what world difficulty setting? They are magic immune and have nasty bites (and great initiative) so I wouldn't really see anyone tackling them until mid game (not in groups of 3 or larger). They can and will 1 shot any leather wearing units, and you can't debuff / damage them with spells, summons will die very fast that early in the game as well.

Ice elemental is not weaker than lightbringer. He's very good for it's purpose: to snare and take hits. The fact that summons are on different tiers is not related to their power directly, they are just varied types with different utilities. For example ice elemental WILL ALWAYS apply slow when hitting a target, EVEN IF the target is immune to magic, which is a HUGE bonus vs specific enemies. -25% penalty to accuracy, while good, is nothing to write home about. Especially if the targets are getting swarm bonuses.

Reply #6 Top

1. Tremor still doesn't work as described. Unless I'm wrong, Tremor is described to immobilize a unit for 3 turns, why then does it only ever immobilize a unit for 1 turn(the current)?
End of quote

I think magic resistance may be checked per turn for each unit allowing some units to break the immobilization before reaching 3 turns.

Reply #7 Top

Yes piers and logging camps can be built if your city is "next" to the appropriate resource. Makes choosing a city location a little more interesting. The mod in question is my snaking mod and it brought back the mechanic that was removed during the beta of FE.

and Tremor does work as described at least for me, it just counts the 3 turns with your current turn. Thus, it seems effectively 2 turns of immobilization instead of the 3 advertised. In fact, all turn based effects count the turn you cast it on as one of the turns... one of those quirks.

The other quirk about logging camps is that if your city is next to a forest and you build into the forest and destroy the forest to which the city is adjacent, leads to the problem of never being able to build a logging camp. So, really when ever I can build a logging camp, I build it first and immediately, otherwise I tend to forget and lose the resource forever.

Reply #8 Top

It is 3 turns, since the turn you cast it on, your units can still act while theirs can't move :) If it was 3 turns after you cast it, would mean 4 in fact since 1st turn of the battle is counting as well. Same as Fear from dragons & co. First turn is counted as well, otherwise no matter what level of heroes or troops you had, you would get wiped (at least playing on higher diff levels when a fire breath can crit for 400+) :D

Reply #9 Top

Quoting Anelyn, reply 5
It's same for piers if am not mistaken.

Regarding Ophidians as being weak. Not enough info. What did you fight them with? On what world difficulty setting? They are magic immune and have nasty bites (and great initiative) so I wouldn't really see anyone tackling them until mid game (not in groups of 3 or larger). They can and will 1 shot any leather wearing units, and you can't debuff / damage them with spells, summons will die very fast that early in the game as well.

Ice elemental is not weaker than lightbringer. He's very good for it's purpose: to snare and take hits. The fact that summons are on different tiers is not related to their power directly, they are just varied types with different utilities. For example ice elemental WILL ALWAYS apply slow when hitting a target, EVEN IF the target is immune to magic, which is a HUGE bonus vs specific enemies. -25% penalty to accuracy, while good, is nothing to write home about. Especially if the targets are getting swarm bonuses.
End of Anelyn's quote

About Ophidians, I just send my boar spear armed leather armored spearmen to take them down, usually takes no more than groups of 2.

For me, an Ogre/troll is more fitting to be Medium.

as for ice elemental vs lightbringer:

Ice elemental's slow effect is melee, and thus needs to be up close, however he has almost no defenses, and a moderate health pool. I find him faaaar less tanky than the lightbringer, who has both armor and health, and can freely blind surrounding enemies.

I've had a lightbringer tank a dragon (not drake), and it can tank it better than most of my metal clad swordsmen so long as it doesn't breath fire on it.

If perhaps the ice elemental could have some ranged abilities, or some decent armor stats, it would be balanced.

Reply #10 Top

Quoting parrottmath, reply 7
Yes piers and logging camps can be built if your city is "next" to the appropriate resource. Makes choosing a city location a little more interesting. The mod in question is my snaking mod and it brought back the mechanic that was removed during the beta of FE.

and Tremor does work as described at least for me, it just counts the 3 turns with your current turn. Thus, it seems effectively 2 turns of immobilization instead of the 3 advertised. In fact, all turn based effects count the turn you cast it on as one of the turns... one of those quirks.

The other quirk about logging camps is that if your city is next to a forest and you build into the forest and destroy the forest to which the city is adjacent, leads to the problem of never being able to build a logging camp. So, really when ever I can build a logging camp, I build it first and immediately, otherwise I tend to forget and lose the resource forever.
End of parrottmath's quote

 

about the tremor, for me, when I cast it, in say turn 1, in turn 2, I need to cast it again or it will move in turn 3. That to me is way different form what it describes.

and yeah, logging camp is kinda a pain >(

Reply #11 Top

Quoting Replicators, reply 9


Quoting Anelyn, reply 5It's same for piers if am not mistaken.

Regarding Ophidians as being weak. Not enough info. What did you fight them with? On what world difficulty setting? They are magic immune and have nasty bites (and great initiative) so I wouldn't really see anyone tackling them until mid game (not in groups of 3 or larger). They can and will 1 shot any leather wearing units, and you can't debuff / damage them with spells, summons will die very fast that early in the game as well.

Ice elemental is not weaker than lightbringer. He's very good for it's purpose: to snare and take hits. The fact that summons are on different tiers is not related to their power directly, they are just varied types with different utilities. For example ice elemental WILL ALWAYS apply slow when hitting a target, EVEN IF the target is immune to magic, which is a HUGE bonus vs specific enemies. -25% penalty to accuracy, while good, is nothing to write home about. Especially if the targets are getting swarm bonuses.


About Ophidians, I just send my boar spear armed leather armored spearmen to take them down, usually takes no more than groups of 2.

For me, an Ogre/troll is more fitting to be Medium.

as for ice elemental vs lightbringer:

Ice elemental's slow effect is melee, and thus needs to be up close, however he has almost no defenses, and a moderate health pool. I find him faaaar less tanky than the lightbringer, who has both armor and health, and can freely blind surrounding enemies.

I've had a lightbringer tank a dragon (not drake), and it can tank it better than most of my metal clad swordsmen so long as it doesn't breath fire on it.

If perhaps the ice elemental could have some ranged abilities, or some decent armor stats, it would be balanced.
End of Replicators's quote

Are you saying you're not tackling Ophidians before you have boar spears? :)

 

There are several combinations for taking down dragons of all types (or any dangerous non-magic immune monster) without having top tier gear or high levels of troops. Most notable being Shrink spell from life school which literally halves their attack power. You might want to gain access to resist fire gear or spells before tackling them tho (especially on higher difficulty levels when a fire breath can crit over 400+ dmg) or you will lose some troops. If you don't have armor ignoring or debuffing spells for the said lizard, don't use more than 1 melee (or summons) because his swipe will hit everyone around him (and it can crit as well for silly numbers), use a high dodge or good defense unit (if using defense one don't attack with it, just keep it defending to get the bonus armor).

Reply #12 Top

Quoting Anelyn, reply 11


Are you saying you're not tackling Ophidians before you have boar spears?

 

There are several combinations for taking down dragons of all types (or any dangerous non-magic immune monster) without having top tier gear or high levels of troops. Most notable being Shrink spell from life school which literally halves their attack power. You might want to gain access to resist fire gear or spells before tackling them tho (especially on higher difficulty levels when a fire breath can crit over 400+ dmg) or you will lose some troops. If you don't have armor ignoring or debuffing spells for the said lizard, don't use more than 1 melee (or summons) because his swipe will hit everyone around him (and it can crit as well for silly numbers), use a high dodge or good defense unit (if using defense one don't attack with it, just keep it defending to get the bonus armor).
End of Anelyn's quote

About Ophidians, no, I have not had no encounters with them early.

They just never posed any threat to me, ever in my memory.

Yeah, and lightbringer was surprisingly extremely tanky. The dragon would dish out about 45% of his health each hit (unless dragon breath, which was 95%). Then I just toss archers at him till he dies while my champion heal the lightbringer fully with each heal.

Like I said, ice elementals just seem way out classed by lightbringers in terms of everything except slows, but thats balanced by blinds, and the ranged spell that ice elementals lack.

Reply #13 Top

it's not a big surprise that the lightbringer is tanky. it's designed as a tank after all ;) the thing with summons is, the first side branch (wisp & lightbringer for kingdom, free skeleton and the skeleton horde + horrific wail for empires) is really powerful. those spells are extremely useful in the early game. the main summoning line (ice/air etc...) is a bit weaker initially, but it also contains an extra level offthe summoner trait that will improve all summons significantly. so the choice is to pick up the side branch with great early game spells and delay the main line with the higher levels, or skip the side branch and go straight for higher levels and more powerful creatures in the main line. i think it's a meaningful choice and thus, well designed.

 

Reply #14 Top

Quoting Azunai_, reply 13
it's not a big surprise that the lightbringer is tanky. it's designed as a tank after all the thing with summons is, the first side branch (wisp & lightbringer for kingdom, free skeleton and the skeleton horde + horrific wail for empires) is really powerful. those spells are extremely useful in the early game. the main summoning line (ice/air etc...) is a bit weaker initially, but it also contains an extra level offthe summoner trait that will improve all summons significantly. so the choice is to pick up the side branch with great early game spells and delay the main line with the higher levels, or skip the side branch and go straight for higher levels and more powerful creatures in the main line. i think it's a meaningful choice and thus, well designed.

 
End of Azunai_'s quote

 

That would work, if there is anything in particular in the main line that is worth grabbing, besides you know, the levels.

Let's say Lightbringer scores at 100

Ice elemental is probably around 20

Wisp is far more useful, at around 50

Air elemental, while capable of dishing out damage, cannot take any itself, but has a knock down ability, so i'd put it at around 70

After that, is the Ignys, which in my opinion, are extremely situational (if enemies line up), will not survive in the front lines, and will be useless 4/5 turns in the back. I'd say its around 50

I haven't reached any further than this in my playthrough because I had to pick up other traits. I certainly hope the summons later are more useful...

Currently, the lightbringer is just borderline OP. It allows my low level sovereign and basic spear unit (not boar) to take out a river drake army with relative ease (one casualty).

Reply #15 Top

well some of the later summons seem to be pretty impressive, so it will balance out in the end, i guess. 

lightbringer is good, but a defender champ is better, so again, it depends on the circumstances if it's worth picking him up. also, a trained tank unit doesn't require that much to be reasonably tough. with some leather armor and tank traits, they get to about 30 defense and 30ish base HP (+2 * number of figures for each level up), so they can survive a few punches (especially if your champ has healing magic)

Reply #16 Top

Quoting Azunai_, reply 15
well some of the later summons seem to be pretty impressive, so it will balance out in the end, i guess. 

lightbringer is good, but a defender champ is better, so again, it depends on the circumstances if it's worth picking him up. also, a trained tank unit doesn't require that much to be reasonably tough. with some leather armor and tank traits, they get to about 30 defense and 30ish base HP (+2 * number of figures for each level up), so they can survive a few punches (especially if your champ has healing magic)
End of Azunai_'s quote

 

I'm just saying, because lightbringers seem to do a better job at both tanking, dishing out damage, and putting out some CC than the majority of the other summons. This makes him a near no brainer :/, thus kind of overpowered for his position.

Reply #17 Top

Ok let me clear this up a bit, shall I? :)

 

Air elemental + Haste = ultimate death machine. If you have several air shrines (upgraded), he will kill an entire army by himself on first turn as soon as you haste him.

I'll try to find the save with mine when I played Procipinee, he was 180hp 100 atk or something, 60 initiative with haste buff. Had no problem killing on his own an entire army of guardian statues in scrapyard.

The elementals scale with the amount of level of summons traits, summoner, and number of shards corresponding to their type. Of course if you play Ceresa and get trigger happy with converting all shards into death ones, your other summons apart from skelies and shadow warg will be weak.

Lightbringer is good vs melee (non spear, non upgraded bows) enemies. As soon as mages and spells come into play he's obsolete.

Reply #18 Top

 

Quoting Anelyn, reply 17
Ok let me clear this up a bit, shall I?

 

Air elemental + Haste = ultimate death machine. If you have several air shrines (upgraded), he will kill an entire army by himself on first turn as soon as you haste him.

I'll try to find the save with mine when I played Procipinee, he was 180hp 100 atk or something, 60 initiative with haste buff. Had no problem killing on his own an entire army of guardian statues in scrapyard.

The elementals scale with the amount of level of summons traits, summoner, and number of shards corresponding to their type. Of course if you play Ceresa and get trigger happy with converting all shards into death ones, your other summons apart from skelies and shadow warg will be weak.

Lightbringer is good vs melee (non spear, non upgraded bows) enemies. As soon as mages and spells come into play he's obsolete.
End of Anelyn's quote

I've never had a strong air elemental :'(  

It'd definitely be interesting to see one with 100 attack :P