The real problem to me is the stack XP penalty for champions is too strong for 2 heroes, especially at low levels.
Alstein
Ghost unit bug is still in, but that's not listed as a bugfix here, so no surprise.
GC2 had the same problem until a logistics screen was added.
This game does what it does well, it just doesn't do enough to be worth it for me- especially since I can play FE instead.
I agree, Challenging for a Stardock game needs to be AI plays by exact rules as player, with best AI Brad can cook up (even it if means it takes more time to calculate) Hard should be where the AI has to start "cheating"
Question: when you obtain more shards, do enchantments increase in effectiveness or do you have to dispel and re-cast? If it's the latter, I'd suggest the following if you can guys can do it: Either make it upgrade automatically, or allow re-casting of the spell, if the spell would provide greater benefits then it did before (auto-dispelling on recast basically) [quote who="DsRaider" re
[quote who="Kalin" reply="25" id="3149178"]I think Resoln's Wraith blood also needs a bit of work... the -1 HP per level is a pretty nasty penalty rather than a bonus, +1 HP on a kill doesn't help much when they're losing 5-7 HP per level on a stack and they die before they can kill anything. Right now, troops is mainly there to soak up damage, and theirs is failing at it. If the HP reduction stays, then they need some form of limited vampirism, that absorb part of the damage they
Potential can get you to lvl 4 quicker to get better traits.
Because the only real difference between life and death shards is visual, outside of annoying bugs. It's not like sovereigns can use both (Apparently customs can, but you're not balancing for that)
I don't think that's a major problem.
I think the best idea would be to get rid of the Life/Death mechanic, and use Life for both, or some other name.
Kingdoms are supposed to have Life mana, Empires Death mana. If you place an outpost, and steal a death shard while it is being constucted as a Kingdom, the Kingdom ends up with a death shard. Unsure if you can destroy and rebuild, or if it works in reverse. One idea/suggestion: rename Life Shards and Death Shards to Soul Shards or Void Shards or something else, the distinction is flavor, but doesn't add anything at all to
[quote who="DanielZKlein" reply="4" id="3147166"] More to the point: has anyone else felt this with Fallen Enchantress? Where your decisions either don't seem to be clearly laid out, don't seem to matter too much, or where feedback from taking decisions arrives very late?[/quote] This is something I've seen Derek aggressive dealing with, so I think as much as it's possible, it will be done. To me, the real issues with FE
I agree magic being increased from shards is a big part of the problem. Shards should only provide one mana, attunement/brilliant should only be +1 mana also (Magnar may need a small buff to scar stones to make up for it, Ceresa and Procinipee have their silly spells so a nerf is justified for them) Maybe a late game magic tech should bring mana per shard up to 2.
Maybe you were weak enough to them that they didn't care if you declared war on them, or didn't see you as a threat.
I've been playing this a bunch over the weekend- it is getting better and better. 1) Monsters feel pretty close to just right to me. They definitely beat me in a few games. The only complaint I have is that it seems like sometimes they target the player unfairly over the AI. No idea why that is, and the possibility is that it's just confirmation bias, but I've seen monsters go after me when there are weaker AI units nearby. </
I'd like to see paths be the first level you get again, for all levels of heroes (the higher-level heroes you recruit, the paths should be the first lvl-up they get as well) I'd like to see the paths downgraded in what they actually do, because otherwise they'd be a bit strong. What the paths should do, is determine promotion frequency. Magic spheres would be common for mage paths, uncommon for assassin/governor, and rare for war
The real issue with POTG is that you don't get XP for governing, and you need lvl 4 to get it, so you have to fight to get it.
For me, this seems to happen primarily to heroes, where I kill the NPC hero, but while he's gone, his graphics remain on the screen. I think I've seen this action as well with Pillar of Flame. Is anyone else getting this or is this a unique bug- I get it on both computers I've played this on, so thinking it's probably not unique.
Noticed this silly AI behavior, I conquer a city, and the AI just harmlessly puts a small stack in front of my city, just chugging along, and it's free XP for me. The AI needs to reconfigure routes and take into account threats (and probably amplify player threats) when a city is captured, and maybe if an outpost is razed. This behavior seems to be a holdover from GC2 as well.
I know they're still in the game, but are they going to come back- the game feels a little sparse with only 8 factions right now.
The magic tech tree does need to be more useful I think. Maybe certain things like the conclave should be moved to magic tech tree, and maybe researching some techs should increase mana gain since mana is too common come mid-game. Low-level magic techs like channeling/shard harvesting, and the exploration line are useful, but the rest of it doesn't seem that useful. Maybe if I had crystal but no metal it would be different. I wish
If it's too much, then folks will just raze every time, pioneers are cheap. I do think high unrest should have steeper penalties then just lowered production/research though, you should also get a shot at revolt if you don't have a sufficient garrison of normal troops (champs wouldn't count, though Path of the Governor would have a trait to reduce unrest)
How about Gambler's strike ignores defense entirely 50% of the time? Give it a value vs boss monsters but not much else.
Demand surrender helps shorten the end game, but end games in 4X are never fun, so you want that to be short. Early-game would probably be helped by more goodies and more randomness. Quantity and variety tend to help in the early game.