Mites have really crappy init.
Alstein
I messed around with the .981 beta a bit, had a crash after about 150 turns so I stopped. The changes to hero equipment makes a huge change, I think researching up the weapons tree to give your heroes weapons is viable now. After a little more playing, I think the balance between troops and heroes is pretty close now. The nerf to low-level hero eq makes the mid-level huts more dangerous, you can't rush them- even mages can't be
You can always change the name and call it a spiritual successor. You better have damn good AI programming skills though.
[quote who="Heavenfall" reply="114" id="3237550"]I don't really like the sound of limits on tactical battles - it sounds terribly arbitrary. I can strike the enemy - which I am in melee range of - exactly 7 times but NOT 8. I want a REAL siege mechanic instead of that... thing... you are describing. But I guess it could actually turn out to be fun to play with such a rule. Techs could improve the limit. Defensive improvements could reduce it. Specia
In response to Brad's comments , more philosophical than FE related. Warlock- it was a good game for what it did, I just didn't think it did enough for me. It was worth what I paid for it, so I can't complain too much. I do think FE would have benefitted from hexes. As for TA vs FE, I still think, as of the current build, Twilight wins but barely. Twilight was an A- game in my eyes, FE, as of the current build is a B+
My idea: Regen is strategic and multiplies healing rate by (number of life shards+1)
I think it's hard for some folks to appreciate incremental change. As for whether heroes vs troops is a design or a balance problem, I think it's tough to design properly since the units are different, and it's really different for the AI to use those units. It can be done though. I think getting a high enough level champ should be a game winner, depending on the champ- if Ceresa gets lvl 4-5 death, she should become a monster.
[quote who="BOTA99" reply="412" id="3236338"]See.. another one out of the closet. You are next starkers!! [/quote] What's wrong with closets, they are comfy and warm!
[quote who="Frogboy" reply="3" id="3236286"]I agree with much of what you have said. It'll be interesting to see how people feel about Beta 5B. Troops get trained a lot faster, are relatively better than they currently are and you won't be finding great weapons right off the bat, you won't get as much HP per level. A high powered champion will still be awesome but they won't be, we hope, insanely powerful. Another thing that helps is tha
Many of the good lairs really require late-game tech as well, so by the time you get them, they're pretty useless.
[quote who="Twilight_Storm" reply="401" id="3235538"]Really? Nobody gets the reference? Am I the only one here that watches Anime? -Twi /)[/quote] Not sure there's a lot of crossover between super manly anime (even if it's no Hokuto or Ippo) and ponies.
Beta 5 has been crashier than any beta since Beta 1 for me, but I suspect most of the crashes are things more easily fixed, as they made a lot of XML changes. If beta 5B comes and I"m still crashing outside of once in a blue moon, I'm going to complain hard. The problem with a long beta is folks gets used to the glitches, and just accept them as part of the deal when they shouldn't. Mostly the whole player and
[quote who="Frogboy" reply="6" id="3234573"] Quoting NorsemanViking, reply 5 Quoting Frogboy, reply 3 And of course, after "gold" there's still lots of cool stuff I'd like to see us do if we have the budget. Ships, sea monsters and multiplayer! I doubt you'll get the first two in a free update. That stuff is expensive. The latter is something I'm interested in. Though, we may have to make a tough choice o
I"m not touching the default settings until release- I also believe testing needs to be done on default settings for the sake of balance. While I'm ok with the production nerfs, they did buff heroes, who didn't need buffing. Troops need to perform better vs melee heroes, especially groups of 5+. Big monsters and magic should be the counter to troops.
I have to agree summons get underpowered after early game, having them level up more effectively would help.
Love the changes, and would like to second the unit/hero balance adjustment. Large groups of units need to be able to surround heroes and slow them down, or heroes need to have a harder time killing large stacks of units.
It's still a beta- if this is silly/stupid, they can always nerf things- the balancing is far from finished. Coal Stones was a nasty surprise though. Feels a little strong for that degree of monster. Why would a dragon care about empires/kingdoms that didn't get in their way? Different monsters should act differently, and monsters from wildlands should be more anti-civilization. &nb
[quote who="NorsemanViking" reply="16" id="3232122"]Hmmm, a beer while waiting was a good idea. I'll also watch some Europa League football.[/quote] I'm curious- is Europa really that followed compared to Champions League? It seems like the Soccer Equivalent to College Basketball's NIT here. In other words: most interest would be from the teams playing in it not much outside of it.
Brad wants to play Torchlight, so I think it happens today, and probably early enough so they can get out of work on time.
You have to expand super fast in Stardock games- that's one of the areas where Brad's AI is consistent from game to game.
My idea here is a bit weird, but I think some things that we suggest, while they're not going to make it into the game, I'd love to see FE create XML variables for some of those ideas, so that modders can experiment with them later. One of my suggestions was going to be minimum build times being settable by unit/building.
You know your mod is awesome when folks mod your mod.
[quote who="Frogboy" reply="21" id="3231114"] The biggest UI bugaboo I have with FE right now is how hard it is to get rid of city enchantments and unit enchantments. [/quote] Suggestion would be to allow clicking on the enchantment to dispel it, maybe a right-click. Definitely have a confirmation first though.
Nice. I do think population needs to mean something more- but that can wait for 5A. My idea there would be population would increase research and gold production slightly, increase city militia effectivness significantly , and decrease rush costs. Also, buffing buildings that require a higher city level would also buff population- but that's an inelegant solution that would encourage capping pop.
I think you guys are underestimating those accuracy buffs- and this is a stealth buff to assassin school and fortresses. I really want the minimum build turn time and the while idle stuff addressed, those are the two most annoying/disliked parts of the game for me, and judging by the forum posts I'm not alone. I suspect once the game is released someone will make a quick mod to get rid of this so not too worried- these features are really unpo