[quote who="Seboss" reply="96" id="2689342"]The team did a pretty good job with this build. It's the most stable build I played in a loooong time. I've been away from the game from quite some time so I'm still trying to figuring out where mana shards and multiplayer went. I reckon the magic system has been through a lot of streamlining. Suppose I'll have to catch up on Devs Journals. Still, the game really is in a really enjoyable state right now. Of course, I got a couple gripes though.
Alstein
Maybe give armor two stats One start to deflect blows outright? The other stat would reduce damage of any blow- a damage resistance, that would be seperate vs piece/blunt/slash/magic Things like chainmail could be weak to piercing Also have a penetration stat- which would be damage through armor- blunt weapons, axes, picks might be best there. This might have to be a 1.1 id
I can verify this bug.
[quote who="Frogboy" reply="10" id="2689285"]Starcraft sucks. You have to mine resources to get stuff. You should just get stuff... [/quote] You just reminded me of Kohan with that. You also REALLY reminded me how badly I'd love to see you guys make a Kohan-like game. Too bad it won't happen for at least 10 years. I don't like negative feedback loops. Generally if you're steamrolling in a game like this, you shou
Different, but in subject Also noticed that if a Kingdom conquers an Warg Hut or Vice Versa- they can use the mounts. Perhaps keep this, but have the techs be rare techs (you are still having those right?) for kingdoms/empires as appropiate.
It just has too many HP, if you can get some enchants on it- it becomes possibly the most useful summon in the game, and avaliable at the start.
Oh, one more UI quirk- related to the complaint about weapons. Enchanting spells on creatures falls under the same principle, and if you change giving of weapons to those in your stack, you should change the enchanting also under the same concept I think.
You can hit negative money by conquering a city, then building another city with a pioneer. A related question is- why should pioneers cost extra gold to settle, if you go around conquering as well?
If inns respawn quests- you should have fewer inns.
They're all identical now. I'd like to see them differentiated somewhat. Not a high priority obviously, but I felt it was better beforehand.
Wow. You guys are really working hard. I believe.
If I have two shortswords, why can't I give one to an adventurer in my party?
I support this idea 100%. Also for the other techs along this line- it does kinda reek of GalCiv's Laser I, II, III, IV, and V.
I think one garden should be allowed in the capital. It's possible for someone to make their first city in such a way that it doesn't grow. Either that or make sure the city can only be placed adjacent to a food tile. BTW are the bees gone? I kinda want the bees back, and maybe a dire bee monster (or even mount?)
I can confirm this bug.
Wouldn't the solution to not wanting to raise wisdom be to buff essence, make certain uberpowerful spells require multiple essence? And yeah , this build is very unstable, and I don't think the balance is there at all yet overall. I do think you guys still got a bunch of work left to do- stability is probably the most important thing right now though- there's a fun game at the core, and patching will improve that- bugginess tends to leave a worst first impre
archery is something that I think should work like AOW. Ranged attacks in general worked well in that.
Ideas for some wonders. Right now it seems wonders are a little lacking. I'd like to see a shrine of the Champion type wonder, that gives all units a start at lvl 2. Maybe if a high-lvl adventurer dies it can be built. Maybe there can be wonders that gain prestige, that could be started by doing quests up the adventuring line. (another way to power that up) One bizarre idea: upgrade lost libraries via artif
[quote who="dsk2293" reply="3" id="2684954"]Tactical combat needs to be tactical, not just a graphical representation of auto combat (like HoMM, disciples etc). Just copy how TC works in Age of Wonders 2 / Shadow magic. They really got it right in those games. Units retaliate and use up their move/attack points for next turn. This means low level units can gang up on larger units and drain them on attack points.[/quote] I don't think AOW2 got it right a
Ultimately, copyright infringement is a civil matter- and as such, should be handled by the copyright holders- ethically. (Note, scare tactics designed to force non-infringers to pay through suing them to death should be as punishable as corrupt debt collectors) That said, some industries aren't big enough to counter piracy- look at the anime industry, where infringement is rampant. Right now the manga companies are trying to prevent that from happening thro
Hoping to enter then give the game away. Grand Prize I'd keep though.
This is just gameplay impressions, not stability or anything. Mostly pacing related. a) I think food should play a role in maintenance costs for troops. You have more excess food, the cost of maintaining your army should go down (or lack of food should make it go up) I think mounted troops it should depend on the mount also. With a lot of gold, and not a lot of food, I was able to maintain a large number of troops- it should requ
Happens sometimes for me.
Yeah, take the weekend OFF at least, watch some baseball , get some fresh air, come back recharged late Mon morning.
Changing rate of research would not require new assets as much as changing variables- it would be less work to do. That said, it could be done post-release also. Magic I think is something that should actually be better in the hands of a smaller empire.