Strategic spells are useful. I agree. Wither is great against trained troops and non-mages (Kingdom) as it has no counter whatsoever. Also it's used three times so everyone has felt it's power. Strategically either directly, through blood sigil or cast tactically. If either courage, death ward or a similar spell provided some protection it would be possible to defend against it. If it was nerf to duration you could outlast the attackers by fighting defensive
Dr Franknfurter
Hey Dihir, I wanted to encourage talk so I'm glad you don't agree with everything. I agree that the suggestions could use more information to explain reasonings where it isn't too obvious. Although mostly it's just a case of buff when it hasn't been too tempting to use a particular spell, nerf when it felt too cheap/easy/powerful and also a general buff to some Kingdom spells to counter powerful Death magic combos. Lastly, I'd like Rank V to give some bonus to spellcas
Alliances depend on the power rating difference between two people. Try bumping up the difficulty until the AI is at or above your power rating when you research the techs and it should be much harder to convince them. (And you'll see them doing more interesting things in general) I wouldn't say that easy is supposed to provide a challenge anyway, rather to just play for fun.
Hey all. Ok, this took longer than I expected. I started because I wanted to bring up 2 bugs: Paragon deducts from base hp, not max and therefore doesn't have a penalty when base hp = 0 (can't go lower for some reason), also there is an obvious exploit with Destiny's gift (it gives +10 hp, in 1.02 it can target sovereigns). Shadow World, has no icon for cloth map (may be my computer), cannot target most tiles (plains, hills, forest, swamp) and the description sugge
You're welcome Rizzo, I agree it's come on leaps and bounds but there's always room for tweaking things. I'd like to be able to show unusable tile yields just to have a look to see if razing a city would free up a nice spot, but I can't see many other reasons to have a look. It's not really a problem when you get used to it. Also to Glowing_Ember the actual distance between cities does vary by world size, it's in the xml somewhere... I remember spotting it
Tile yields are only shown somewhere you can settle a city - i.e. not next to an existing city, if you can see a yield you can plop a city there, if not, you can't either because it's too close to another (actual distance is dictated by map size, you're allow cities closer together on smaller maps) or because it's barren. Essence powers one city spell per point. It's true it could do with more to explain things, maybe list it alongside mana produced by a city, but
I use slums in Fallen cities when I plan to have access to Death V at some point. In essence it turns +growth into +mana (via sacrifice), fun and thematic! You treat people badly, encourage them to breed in vast slums only to sacrifice them later. People starting to starve? Too many people. If you care about your people you invest in good food and whatnot, but that's Kingdom philosophy only good if you're weak. Also, the unrest increase + unrest from black market + unrest pena
My thought: Is it possible for roads to grow one sqare at a time, built by a defenceless caravan unit? You could still grow new roads but not instantly, nor through hostile territory unless you protect the builder. It is an issue, to some people, myself included. I have used it to easily win wars and supercharge my expansion but I felt dirty doing it, it feels close to an exploit, not merely to grab shards miles and miles away but instamagic all the infrastructure between them
I enjoy the updates and the changelogs, more is almost always better... although the premature changelogs are a bit of a tease, held just out of reach by the clear veil of time. To me, 1.00 was the game I had dreamed of when Elemental was first mentioned. I have nothing but praise for you and the whole team, every single one. Congratulations. I look forward to seeing more of your ideas made reality in following projects. Carefully crafted, balanced and then set free. I know many good
[quote who="ben_sphynx" reply="8" id="3276764"]It is a horribly confusing 'feature' that traits are cumulative, but buildings are not. The two things should work in the same way. Either Evoker II should say that it increases the damage bonus from 25% to 50% (or is it actually multiplicative?), like buildings, or, buildings should say the amount they actually add, rather than listing the bonus of the requirement buildings included.[/quote] Agreed. I
Little thought but I'd suggest the following for the OP about champions: Lv 1-3 champions 0 influence cost, same gold cost. (no need for starting influence to everyone) Lv 5+ 5 or 10xlevel in influence in addition to a reduced gold cost. Doesn't really need to be more complex than that. Any additional use for influence would be fun. My Suggestion: Use it to build caravans for internal trad
My thoughts, bit long but I wanted to group things together, to start with: We all agree that -1hp/level is harsh, but that a physical frailty is fun and makes sense. Keep it or something similar. Sadly it penalises your sov significantly (they gain lots of levels) and trained troops just aren't used and have nothing to make them competitive with your free spawn. A vulnerability to blunt/cutting of 25% would be even more thematic in that wraiths shouldn't be easier to kill mag
already have a slave using faction, overlap wouldn't be too good imo
Oooh... A reverse infection spell. Spreads buffs between friendly targets with wraithblood, so your sov could boost an army.
I think it should be -1 hit point *regeneration* not per level and not max HP (units behave like sov with low healing rate). Or a flat -10% HP with a better bonus to compensate for the penalty. From a roleplaying and lore perspective they should be frail and weak without magic, but with something magical to compensate for standard members of the race (champions have gear and enchantments). If the -1hp per level remains perhaps have a trait to give them some really fun magic armour as
The best thing for me is that coming back to the game I didn't want to make a custom race. It may sound odd but by that I mean not that I don't like custom races, I always enjoy customising things so I expected to want to do that, instead I was enticed into playing and actually enjoyed playing as each of the ingame races for many full games. I haven't actually stuck with a race of my own yet. Some of them still need a little love but I completed games as each, version 1.00, no maj
[quote who="Viperswhip" reply="17" id="3275800"]Stacks of Doom, not so scary when you can freeze it on the map for 3 turns (I don't think they can resist, I have frozen everything)[/quote] I've seen an army resist, but it contained a unit immune to magic (a pet cool pretty crystal snake) [quote who="fargol54" reply="12" id="3275698"]I would love to see "Survive for X turns" option.[/quote] So would I. But it doesn't really fit well with
I captured it in one game (1.0) and noticed a few things: No city level up bonus (no city traits/specialisation/or (as i hoped) ability to recruit darklings and shamans) Game code says it for city defenders it should have darklings and eventually the nasty shamans at lv 5 but it doesn't work, none spawn. City hub - Looks really cool. Not a problem, just wanted to mention it. Personally I'd like it to have the same code as a
I assumed the armour negating option was a placeholder to give them a bonus against mounted knights... or just a simpler mechanism than a bonus vs mounted troops or +piercing damage on firststrike... anyway if you were rebalancing based on number of hits to kill different standard designs then their damage (spears) would have been nerfed at that point while taking into account the piercing bit... so a much lower base damage because they work better against high defence designs... anything wit
I have to agree... I've posted a few small things, sent crash reports from my non-supergamer laptop and posted numbery stuff again only recently because I'm excited (again) by all the improvements in FE over WoM. The problems atm don't distract from the amount of fun I've had in a few games so far. I'd like more doodads, but I'm greedy and I have to say if I'd gone in to the release version of WoM with the current beta of FE I have now I would have played with a sm
My thoughts: A glass cannon is a description in two parts... the first is the low consitution and defence and the second is abnormally high attack. There has been a discussion of lowering attack and raising constitution I'm just going to add that defence should also be raised. Skin provides an effective barrier to many things, scales/shells/stoneskin/chainmail also prevent limbs falling off when hit with a stick or fork. Constitution/HP = more limbs/skin to lop-off/bruise
I had assumed that the game would eventually aim to have faction specific techs (ala Gal civ 2 eventually progressing to--> twilight of the arnor) Still, I'd like each faction to gain some tech differences in the interim while it's still broken. I'd suggest the following: Each tech choice gives 1 tech but also involves a small cost reduction in the following 1 or 2 linked techs . Also a cumilative
This is more important than it sounds... very annoying atm. If you stick with the stupidly unpronouncable random names you have no chance of remembering them... FFH2 (+ Master of Mana modmod) at least you got used to the names of each races first couple of cities, although not even necessary there as most events had a recentered window.
since frogbog mentioned diplomacy... I had Gilden declare war on me the turn after I secured a non-aggression pact in the game before last ... so many things are looking miles better but AI diplomacy still stands out a little (they were x2 my faction power but still seems off to be able to declare war like that. Then they pillaged and burned, attacking my rear when I expected a frontal assault... with a mixed stack made of half pioneers... bit odd that part)
Sorry in advance, a little wall of text. Initiative isn't so clear atm... affecting footsoldiers, mages, archers and mounted troops in strange ways and generally being rather hard to compare... +5 initiative? what does it do? 5 more turns? no, perhaps it gives you 1 and 1/4 turns compared to 1 before. Generally you need a bit of trial and error in a few battles before you can work it out (i'm not sure of values) perhaps the mouseover giving you a breakdown of turns per abso