yes i like this very much. i just want there to be a way to use combat speed with spells. this sounds good, making a sovs and champs that specialize in magic useful and unique. i had originally just said that i would like them to add combat speed to all the spells, but this way would be a faster implementation. mainly because you just have to balance the equation as opposed to each spell. very nice!
Stmorpheus
ok then, have quests that require certain abilities. maybe you need a 18 INT to start the quest because its some kind of puzzle or something. only 18 INT person can do it. i will be very disappointed if i get a level 5 "escort my daughter from point a to b" quest, then get 1000 gildar or something. i am just saying that having a quest tech to get access to higher level quests are ridiculous and unnecessary. i understand that the game is
i vote for you being able to take on all quests, regardless of level. they should plainly show you that this is of a higher level, and ask you if you want to proceed. you get killed, its your fault, you succeed because of your tactical ability then all the better. actually, i propose this. screw getting quests through the adventure tree, ALL QUESTS should be available at the start. you get y
i agree with some others about the magic. you should give spells COMBAT SPEED. if it takes 1 and you have 2 AP then you can cast 2. if it takes 3 then well you need more combat speed. you should let us build our characters how we want to play them. we already can give them combat speed when we level our champs.
[quote who="bdmoore" reply="19" id="2700916"]in traditional rpgs your HP gain per level is based on your Con modifier, so the more Con you have the more HP your hero gains on a level up Where as Cha usually gives you better modifiers in negotiations and better prices in stores (currently it just gives better prices when hiring heroes). But it could also be used to modify diplomatic capital production thus giving the bonus to negotiations Wis is traditionally common sense
i uninstalled and reinstalled when the beta 4 patches came out. it did fix my lack of spell effect problems, but i still get out of memory crashes.
so your saying that you should gain HP and essence at level up PLUS whatever you get from increasing your stats? edit for clarification: this reply was intended to go to tasunke. you beat me to the punch BD lol
yep, tasunke i agree with your assessment. i think that is the way it should go. but by raising con you would raise your HP right? or by raising wisdom, perhaps your mana as well?
health would be fine to increase by 10%, but anything else i disagree on. i would get frustrated very quickly if i had to basically decide if i want ALL of my heroes in the game to be spellcasters or warriors. because to effectively use this i would have to plan my entire kingdom around a certain ethos. every champ would become generic super wizard, or generic super fighter.
i agree, summons should get more powerful. i say that wisdom should be used for this. since wisdom represents will, and you need will to hold a summons to your service.
i would really like a MoM like approach where there are a massive pool of spells, but you are only given a random few that you can research. i really don't want to be able to get every spell in every game. it was one of the fun things in MoM that you didn't always know what you were gonna be given access to. so i say only show a handful of spells you can get, based of the books that you chosen. j
yeah the AI still has a way to go, however it has gotten better. i had the AI rip into me, but it had built a huge powerbase up. i probably would have totally been destroyed had i not found that dragon to defend my other city. i would say the AI is getting there, but will be improved quite a bit before release.
Civ 5 day? thats lame. it should just be called Civilization day. or sid meier's civilization day.
i guess the way i see it, is that really the adventuring tech should for the most part affect adventurers. i think that most of all the champ and sov upgrades should come from here. i also agree with bdmoore, i think that when building characters you need tradeoffs, this way you can get champs to work together for greater effect. put a wizard, 2 fighters and a thief together or something. this is where the strategy comes in, being the gu
no i don;t like that idea either scooter. the problem being that there is chance for a misclick, or a misfire. the thing is, is that as it is now, its not to bad. however when you get so many spells, as is what will happen, not to mention that the mod community will have crap loads of spells, is that without some way to organize 100 or more spells its just gonna be page after page of searching for a single tactical spell. there needs to be a way to
i like the ideas here, you guys bring up some things i haven't thought of. i think we can agree though, that adventuring tech as it is, offers nothing really. i am curious though, if the devs have more stuff implemented that they are not sharing. i do like scooters idea of boosting stats by percentages. this might work out easier than my idea of increasing general stats. the only things i see is t
yeah, the spells need a minimum damage. i have hit stuff for 0, 2 times in a row.
i have been playing beta 4 quite a bit, and i think that some of the techs are being underutilized. mainly magic, adventure, and diplomacy. now i'm gonna save magic and diplo for another time. i want to talk about adventure. as it stands now, there is just not enough categories to invest in, in the adventure tech. basically just loot level you can get, quest level you can go on, and hero's that are spawned. i have some ideas beyond
i agree, the techs go quick. i started out with 3 libraries near me. i had 19 research within 30 turns. the longest i had to wait i think was 4 turns for something to be researched. also, we need more techs. i had gotten to refined things way to fast.
i was quite surprised to see when starting a game with the new beta 4 to find that all premade sovereigns now have access to all the elemental spellbooks. is this a bug or is it an intentional change? if its intentional, i think it really kills the diversity of the sovs.
yeah i don't agree. i want the game world to be more alive, more believable. i think that getting rid of all the wolves just because they are weak is a bad idea. monsters got to eat after all! besides what are the lower level wandering heroes gonna level off of?
oh yeah, more AI faction, or group AI mentality types would be nice. makes the world a bit more alive.
yep same here, musta slipped through or something.
yeah, i seriously think somebody didn't do their homework. lol!
ok, how do i know i got the second update? is there a version number beyond .98? like .985? i downloaded one update, but was the second one folded into the first so if you were to come in now you would only get one? i think i came in and downloaded real close to the second. not sure if got it before or after it was put up.