[quote who="DsRaider" reply="5" id="3340688"] Added Kulan of Umber as a starting sovereign. Added General Carrodus of Capitar as a starting sovereign. Yeah does this mean they will get some love trait and balance wise. There are a ton of bugs with their unique traits, and as currently implemented they have no racial abilities.[/quote] Hoping for some look at them. Think Urxen should get vuln fire res cold to balan
Alstein
Haven't played much, but looked at the changes. Twin axes are fun, and make me wish we had more variety/dual wielding in the game Warrior tree is an improvement , but the trees/heroes need to be made more interesting. It's just not exciting enough right now, which to me is a combo of XP requirements being too high, still somewhat boring trees, and heroes not being powerful enough. Right now, I think the core ga
Wildlands shouldn't be able to have roads built in them until cleared. No exceptions. The road system in general needs some work, and possibly some revamp.
Yeah, doublestrike+ first strike is OP. Even with archer spam it's OP. That said, Tarth does have a harder time getting to that fortress than other civs due to rebels. I was wondering what DS+FS+ YIthril axes would do. Raise/Lower land was a bad idea, should have been removed from the game back in WOM, but it isn't, so we gotta deal with it, becaue taking it out would cause cries.
not strong enough? Were you wearing a shield?
Oh, another suggestion: Throwing Axes for Yithril high up on the tree, do more damage than knives.
I do wish we'd see more dual wield type weapons. Maybe something like a sword and dagger, or twin daggers? Maybe when you put Capitar and Urxen in the next expansion (this game isn't finished until they come back)
It probably means they think they're further along than planned, though I think balancing is a massive issue right now.
Maybe warriors and defenders should get a two-handed wield trait it would be +25% damage with 2-handed weapons+ 10 dodge or something.
The problem with XP splits is that 1 Lvl 10 hero > 2 or even 3 lvl 5 heroes, especially when armies come into play. THere's no reason for the XP splits. I'd rather have a group of first strike archers over a hero stack. One suggestion would be to scale the XP split by level, but I'd rather just see it gone. I'm tempted to mod it out but I try not to mod in betas.
OK, I've revised my idea to: Hero 1, Hero 2, wait for better Hero (next heroes you get will be higher lvl and start with a free lvl) , or Restoration potion.
How about this, you can choose to not get a hero, which would give a chance of better heroes at the next fame threshhold, or an option to give a hero 1 free level per hero threshhold (so 1 at 25, 2 at 50, etc), or a restoration potion.
They might be holding it back for the next expansion (Which Brad confirmed a while back) RIght now I don't think the game is ready by any stretch, but the stuff that's wrong either already exists in FE , or is fixable.
Your idea would require the removing of potential knowledge, and maybe tutelage
it misses, less so with troops. Get some +accuracy on your troops and it rarely misses.
Thunderstrike isn't underpowered, especially on a melee hero or archer with high init.
This has been a long-standable balance problem. You should be getting Wildling armies and bone ogres. I'd also like to see all monster lairs open to all factions.
It's the most powerful ability on the most powerful weapon. I'd nerf it so that it only hits the enemy two squares behind and not one.
Storm visually hits one unit, but sometimes damages another unit. It's a long-standing visual bug.
I think the adminstrator/loremaster/merchant side of things should be added to the general tree instead of being part of commander. Warrior and Defender should be combined, and the group bonus traits Defenders have should be added to Warrior Assassin needs some love, I never pick it now. Maybe stuff like flaming/freezing/electric/sharp strikes if you have the appropiate magic school (and would scale with how advanced you are in that school),
I'm assuming that they are showing up in every game right now for testing purposes, and that it won't be that way in the final release. I wouldn't mind Bacco scaling to turn level.
I thought it was a bad idea how it was done in FE, in LH it's so much worse. XP split needs to go away.
The new combat works well, tac battles are more fun now. Most of the fixes/tweaks in FE are good, its just the new mechanics that (understandably) need some more tweaking. Pacing-wise, I think the pace is fine, grain means something now, cities don't hit their cap instantly, I'll actually choose grain over materials or essence at this point for fortresses because I want that lvl 3 or lvl 4 quickly. It's now a real choice.&n
I think all heroes you should be able to choose their path, and higher lvl heroes should have some extra unique skills you can choose from. Skilled Swordsmen should unlock the possibility of extra sword skills for example.
[quote who="Frogboy" reply="8" id="3337405"] I don't remember how summoning was done in MOM. How did they do it? Since I'm working on the AI handling summons better, I would like to see summons be made more worthwhile.[/quote] AOW had a nice summon system- with multiple levels of summons. You just need more powerful summons as you tech up. Elementals should be roughly Equal in power- righ