[quote who="Heavenfall" reply="1" id="3242457"]Just a bit of clarification on what influence does. In addition to the mentioned henchmen/kraxis bonuses, Influence is also used to purchase monster recruitment centers (trolls, ogres, dragons and so on). The second purpose of influence appears to be diplomacy, and this is actually a rather important bit because (as you say) the AI values it greatly. So influence is indeed intended to work as a sort of symbol for diplomatic leverage. I
Alstein
[quote who="Frogboy" reply="87" id="3241995"]Monsters don't target outposts or improvements. (I'm giving away my secrets!) Those get destroyed due to them being on the way. Anyway, it's 11pm and I'm putting in asynchronous AI movement.[/quote] Should some monsters target outposts or improvements? (especially the bigger ones) A dragon might not like noisy humans around its lair/mana shard. The lair
How about higher level, better haste/slow/support spells higher up on the tech tree? It's a bit of a vanilla solution, but it's a solution.
Idea: new item: how about magical rings that give +1 spell power for a various shard to the champion wearing them? Maybe a rarer ring that is +2. Would this be doable? Also: would Shadow Strike and armor-piercing weapons stack?
I never got the need to rush on non-retail projects due to how Stardock handles pre-release. The folks who are upset and want the game, are already playing it for the most part.
sovereigns don't get injuries when they lose. One possibility: do sovereigns send heroes that fall in battle or are super-hurt to town to heal the way players do- thinking th_at's one way champs rack up many injuries Does the AI take injuries into account when leveling up champs (more likely to make them governors/ pick appropiate traits?)
You want flexibility in your shard choices- pick Pariden. If I get the wrong shards, and can't find a hero to use them, I go melee. You have plenty of mana to use for other stuff. I do think Alchemy needs a buff based on total shards (and that quest needs to pop up less) One suggested tweak: have magic staves impacted by shards. Create electric and stoning staves for the other elements. I'd like to
Suggestion: Why is it that Widows/Harridens take so much longer to build than normal troops for Resoln? Did their cost not get reduced alongside the rest of the units? (oversight?) +1 to Executioner working on heroes instead of men. Suggested promotion: Monster Hunter, damage boost vs monsters/guardians of higher level. Does not work on man/fallen.
Gotta remember we're harsher critics than game reviewers. I think Brad will be giving out some bonuses when the reviews come in, if the bugs get ironed out and balance tweaked a bit. ^_^
The health nerf of Pariden/Resoln should be -10% hp instead of -1 per level.
[quote who="Heavenfall" reply="6" id="3240213"]I really think the direction of recruited monsters need to be altered. Recruited monsters should not be automatically spawned up to limit X like they do now. Having a limit is fine, but automatic spawning is not. The player should continuously be spending influence to recruit monsters, production to actually make them, and gildar to keep them paid. These "monster lair improvements" should also be upgradeable as you progress in the game
The techs to recruit these monsters is rather expensive, and King of the Wastes is even more expensive. These units should be late-game in terms of toughness, or come in higher numbers but less frequently. Knights of Asok require alliances, they should be mega-strong units, as that's an endgame tech. Getting an ogre or troll lair activated should be as much of a gamechanger as say broadswords or pikes. One suggestion: Yithril shoul
This is a minor set of additions I'd like to request: For magical staves: give upgradable options for fire staves, ice staves, and lightning staves (Pariden has those- leht staff) have shards raise base damage for those staves, along with evoker traits. Maybe add in a wand using tree that ups init+spell mastery when using a wand for mages/assassins. For earth magic, I'd like to see some crystalized sharp weapon
I do think some things on the HP's for heroes need to be adjusted, Resoln/Pariden hp penalty is too much now. It's doubled in terms of amount of penalty (it should be a 20% penalty to HP's, not an amount per level). Ironeer bonus should be changed to match. Having the hero techs adjust xp at high levels would be nice, or having it buff adventurer's guilds (and adv guilds I'd like to see them no longer be one per faction) </p
I think I have to ask this question seriously- I know Brad/Derek said no more mechanics added, but I'm asking for a subtraction here, or a change to a current mechanic. I think the current system is kinda micromanagey, and I almost never use them because they're so irritating. That part is much better than the old system, and why I think you haven't heard that many complaints. My suggestion: keep the outpos
I have to agree.
Your capital should be your first city, until you build your tower, in which case the tower becomes your capital. If you lose your tower, it should revert to your most populous city. Towers should always be destroyed on capture, and players without towers should always be able to build one.
It won't be sold, it's a fan project- will be a free download (it's a mod of the Fighter Maker engine)
I don't think the costs for spiders were reduced any in the latest patch. Also, why don't the higher level spider have beguile, or something better?
http://www.twitch.tv/8wayrun A stream of the pony fighter that happened on my Twitta feed. I just saw a Rarity Raging Demon. Game actually looks good for a low-budget dojin.
One thing I'll say- the better a game, the more I often complain, because going from ok to good really isn't that big of a deal, but going for great to greater is, as the number of comparables keep slipping.
Term Sunder is already used for a Fire+Air spell .
I voted excellent for the first time. I do think you might have slightly overdone the champ nerf, but it's slight. You do need to fix up a ton of bugs and glitches, but that sounds managable right now- and I think the core game is good enough for release.
I'd say a universal spell given to all magic schools at Mage level (3rd tier) sovereigns, heals injuries but costs the sovereign 1hp per injury, maybe 2. Make it hurt.
Swarming if it's implemented, should be limited to unmounted melee units, and should penalize init. Chance of swarming should be based on unit size and unit level. Defender trait should gain a promotion that increases the chance of swarming. Being on a horse/warg increases the chance of being swarmed. Swarming should apply to all single units that don't have the overpower trait. Growth should increase the chance of swarming, shrink reduces it.