[quote who="Kestral2040" reply="11" id="3357907"] My assassin in my scenario game uses rain of arrows to AoE crit dudes for like 50+... but he has a point in shadow strike for ignoring armor and all the vital strike skills. Plus I found a bow with 22 Attack they are out there, I promise: http://screencast.com/t/0vcoEPPE0zit I'm not saying they couldn't use any tweaks or anything, but they are viable also, yea Tarth m
Alstein
There's also a balance issue, as Carrodus (who has this) can go commander, and get battle cry and +4 init really quickly.
What I was thinking was Path of Hero's Name for each hero, which is custom/unique. Sovereigns and Level 1 Heroes would be able to use the 5 paths, unless you wanted unique paths for them as well.
I think what you could do is make a unique path for each individual champion, though that would take massive work. Would be something nice for a future expansion. Or could be an awesome basegame mod.
Assassins need Lethal, or a trait/skill that allows them to sacrifice accuracy for crits.
Venomous shortbow isn't bad. Tarth heroes have double strike, which really helps bows.
I still have issues with the game .exe not closing , especially when the game doesn't CTD.
It's some maps, mostly checkpoint maps, where you have to click somewhat southwest of the square to get the actual square.
It's some maps, mostly checkpoint maps, where you have to click somewhat southwest of the square to get the actual square.
One other change- AI is starting to use strategic spells more- AI managed to freeze my army in place quite effectively just now. As for the Knights of Asok, by the time you get Alliances they are pretty useless. Maybe they should be a group of 7 instead of 3.
It is very annoying, which is good, makes me split up a stack of doom some. Managed to cost me a city before a CTD, though game was handily won. (AI may need to rush more, it lets me build up all too easily) Only issue is that sometimes the AI nails tiny stacks with Freeze instead of main stacks.
I have to agree on the change from slow to chaos, because I"m just imagining the Water shrill slow being the Marin Karin of the game (play Persona 3 to see what I mean, it's an infamous AI flaw)- Chaos can do damage. The armor proficiencies idea is nice, I think that needs to apply to the mage tree for some things as well, or cut the prereqs and throw in a level The mancys and summons should only require one level of prodigy or summoner, and y
I don't think potential is a must have. Looking at the opportunity cost. You gain 1 level max from it, at the cost of 2 traits. +25% XP is not enough to take you over 2 levels. THe only XP perk I use is tutelage always and sometimes knowledge if I want a spell school early. I cna't see potential adding 4 levels, the amount of xp required from 11-15 has to be about 100% of the XP from 1-11. Definitely more than 25%
The material has to be mined, you'll have a finite supply and increasing demand. Plastic requires petroleum to make.
You're not going to be able to ban commercial 3D printers, they have too many practical positive uses. The real issue won't be America, but the places that do have gun control, and criminals in general. Besides, who gets to determine which businesses are "legitimate?" Of course, the materials cost won't decrease, so maybe crime will be something that is easier if you are rich (then again, if you're rich, why do illegal things, just brib
Water shrills will probably Marin Karin their slow spell, and be easier to kill. I have to agree that volcanic rites should be removed. I'd suggest instead that the mancys increase shard power of spells cast by +1 or +2 with a 2nd level. This will help with non-damage spells. Not sure I agree on the removal of spells from the mancys, but mancys should only have disciple of the appropiate element as a prereq. (I'm a
the higher level heroes really seem UP. right now it seems optimal path is for at least one of your first heroes to be a commander to get the unrest bonus, but the higher level heroes you get later in the game- they just aren't powerful enough to compete when you get them, so you end up giving their eq to your real heroes and sticking them in a town. Two suggestions: 1) Assassin/Warrior Heroes get +1hp/lvl Defender +2hp/lvl. 2) level 5 heroes g
[quote who="Brainjuggler" reply="5" id="3355049"] I hate to be a prick, but I'd much rather see bug fixes general polishing instead of new scenarios - or new anything for that matter Still a fantastic game![/quote] I am sure they are doing some. The only glaring issue in LH right now to me is the hero trees/hero levelling. That's a moddable issue, and something that can be worked on post-release. The mage and
[quote who="sweatyboatman" reply="193" id="3354807"] Yves, you are already on record in this thread saying you liked the way heroes were in FE. FE had the exact same XP splitting mechanism. You are wrong. QED.[/quote] The XP splitting mechanism as it was made much more sense in FE than it does in LH.
The idea of faction exclusive mounts, sounds great. Resoln could get spider mounts (would cost a lot of mana) Wargs could be food for some factions, mounts for others. Trogs might too large for mounts, but any mount is an extra food source. This would require an expansion, and auto-razing/disabling of improvements that other factions cannot use. (or you'd see goofy stuff like horse-eating Capitar or Spider-mounted Yithril)  
Usually Stardock holds their campaign/scenario stuff, in addition to some other content, for release. My assumption is that they want the game to remain fresh. I know in the case of Twilight I felt like the game was a little long in the tooth when it was released because I played it too much in the beta and the content kept dribbling in. In the case of LH: I'd love to see one more expansion that focused almost entirely on faction differentiat
Unlocking the trait for troops at economics or maybe construction sounds like best idea, and it should be a toggle (though move rate should be reduced to 1 when building roads) Making it a toggle instead of manual would be easy to do (You have it for explore), and would solve the micromanagement issue- the key would be training the AI to use a cheap unit to build roads.
I have to agree on the hero feeling. Assassins need beefier dodge, they should be super-annoying. Many skills should have level prereqs instead of skill prereqs, If it's fun, it should be a lvl 4/8/12 skill instead, or at least only require 1 level of a skill instead of 3-4. Level 5-9 heroes should have one of their advanced fun school skills, even if it's early. I do think at the v
[quote who="animageous" reply="1" id="3350052"] 14 Replies [Show subscription options for this post] [Search this post] [Give TiduZ1492 +1 Karma] Reply #1 animageous Join Date 03/2013 +6 April 26, 2013 8:38:52 AM from Elemental Forums Elemental Forums That's assuming you even earn the right to build roads in the first place, which isn't nearly guarant[/quote] No real point, as the other bonuses commanders get are so
I do think there is a point on melee heroes not being tough enough. Wondering if defenders should be +2 hp per level, and warriors/assassins +1hp per level.