That's what's been happening! Great catch! I've been baffled why some of these low-level enemies were getting to suddenly go ahead of my uber-fast high-level guys.
malichai11
edit - double post
Does that Hero that's getting teleported happen to have the Cloud Walk spell?
On 0.77 I never hit more than once (the first swing) with maul.
I recently made a post similar to this. Yours is much more eloquent than mine. I agree with you completely about everything you said. The game is a whole lot of fun for a few hours, at which point you've basically won. At that point, you're either in for a tedious grind to complete your victory or you start over.
Personally, I'd really enjoy talent trees with a small chance of picking up a rare/epic trait from time to time. But, if I had to give up random rare/epics for a true talent tree, I'd absolutely do so.
So I've put in about 10 hours a day into this game since it was released and I wanted to share my thoughts: First, I've found it quite engaging, and would be satisfied with the time and enjoyment I've received from it. My favorite mechanic is the hero-leveling and adventuring and have found that portion of the game quite compelling. It takes approximately 4 hours for me now to get a band of 2-6 heroes (who I keep in a single group because experience
I received a new champion, Haitan, by completing his quest to recover his staff. He's a path of the mage, fire disciple. Unfortunately, you cannot give him any new equipment, nor can you purchase him anything from the shop, nor can you imbue him. He's apparently not considered a champion.
Dense monsters, dense magic, fast technology Normal difficulty Wander around and pick up heroes. Search for any and all shards and build cities to take advantage of them. Ignore opponents unless they have shards in their sphere. Level up heroes, kill monsters, level up heroes, kill monsters, rinse/repeat. Clear out wildlands and send in pioneers. Build up massive stacks of hero doom and then wipe out my opponents. Tech is basically useless for the most part. After gett
I've tested the following large pre-created maps in 0.76: Kajic, Kidah, Lamus, Nehiza, Ovia, and Uraeva. I've started multiple games on these maps and you never start near grain, and even exploring for a few minutes reveals no grain. I'm not sure if this is a design decision and you need to explore for a really long time to find grain, or whether these maps are bugged.
Does Road Warriors work now in 0.76? In 0.75, your caravans could still be attacked.
Sorry, I created this in the wrong section. Will post over there.
Lamus, Nehiza, Ovia, and Uraeva have the exact same issues. Are these design decisions where there are no close settleable areas, or are these all bugged maps that have no grain?
I also have started a bunch of games on the large map Kidah and same issue. I'm going to keep going through the large maps and see how many of these have this design issue. Maybe these maps force you to explore a bunch before you can ever settle down on a city?
This map Kajic doesn't seem to have any settle-able areas. I started 6 games on this map with dense magic turned on and for once, a map actually seems to have a boatload of shards. I start a random map with dense magic on and shards are still incredibly rare. Unfortunately, this map Kajic doesn't seem to have any grain on it.
SO are the Frozen North treasure chests still empty in this patch?
[quote who="Lord Reliant" reply="10" id="3064351"] I see in the next patch that hero leveling has slowed down and enemies in the wilderness increased in strength. That should increase the need for better technologies/improvements.[/quote] Where can you find these new patch notes?
I already started a thread on this topic a few days ago, but since this the active one, I'll chime in and say that I feel the tech tree is far too slow and I wish the option to speed it up was much, much faster.
I play on large maps, and I can explore the entire map before reaching even halfway through the tree.
I'm finding tech development to be far too slow, even when turned up to high. If I had any idea how to mod, I'd go in and double the research speed. The issue is that Heroes develop so quickly with experience that the hero strategy seems to be far more optimal than all the strategies that rely on research.
There is an entire other thread about how overpowered armies are in comparison to heroes, and that armies need to be nerfed because they so badly outlcass heroes.
The Road Warrior trait doesn't work. I picked that trait for a custom nation and my caravans could still be attacked.
I wanted to add my agreement. The caravan trading system, as is, is a micromanagement nightmare.
So we have threads with people complaining that heroes are overpowered and threads where people are complaining that normal units are overpowered. I think this means that 1 -1 = 0. Sounds like balance to me. I believe the issue isn't that these things are overpowered, just that the game isn't challenging people who believe they've found the ultimate, overpowered strategy.
I had the exact same issue in a game, I was hunting all around to try and kill anything and everything I could find and I accomplished that goal. There was another AI competing with me for the area. I assume he must've killed a monster that wandered out of the area, because it eventually flipped over and the area could be colonized.