I think one of the biggest issues is that the various characters paths aren't really balanced. Path of the mage or warrior gives you objectively better skills than the others. Mage lets you murder everything with fire, while warrior lets you have awesome special attacks. The assissination and defender paths don't really have anything as cool as or useful from what I've seen. And I think there is a whole thread dedicated to improving
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There is some good stuff here. Shards and magic in general could be a bit more interesting. Good thing there is a little time before the game launches. [e classic]:)[/e]
I think the OP was talking about arctic forests. More forest types in general would be nice. I would love to see more snow coverage on the maps. There isn't an option for that when generating a new random map.
I don't think anyone wants over powered outposts. I think most people would like them to be a defensive position for troops to heal up. Something that would add another strategic choice when going to war or protecting your land from roaming beasties. Additional items would just be icing on the cake.
Sieges could be more interesting with a few tweaks to the current system. If they were made to be several battles in a row to simulate a fight at the gate, then through town and finally in the town square/throne room. The option for several battles in a row is already in the game in the form of the Tournament quest. The first stage at the gate could be either a kill everything for victory or smash the gate for victory. This would lead to at least one more battle insi
Magic definitely needs some tweaking. I know alot of people have been talking about how powerful the AOE spells are, but in my experience all my direct damage spells hit for pitiful damage even with multiple shards boosting the output. I have very rarely had a fire ball hit for more than 10-12 damage even with several fire shards. Often it is less than that. Howver i find that the beff spells are amazingly ueful. Obscuring Fog gets cast almost every battle.
[quote who="FallingStar0280" reply="4" id="3064783"]I'm not sure if "mundane" casters really fits the game lore, but even baring that, I'd like to see traits that mimic spells, arrow barrage instead of fireballs or bandage wounds instead of heal spells. I'd definitely want it to be really pricey and maybe have a bigupkeep to keep it balanced.[/quote] I agree. We could use these "spell like abilites" to further customize units. It would be great to give units a
One solution could be to add a technology to the magic tree that allows for the recruiting of opposite alligned heros. Maybe in between the tier 3 and tier 4 recuriting techs.
I've had this issue as well. This occurs even in your own kingdom. I think that the units are trying to find the path of least resistance and starts heading towards a road. This can be annoying when trying to get an army to skirt around monsters or go treasure hunting.
[quote who="Mtrixis" reply="1" id="3063590"]Yep, I'd also like to see them put in hotkeys Push 1 and you get the first row, then hit a second number to cast a spell, or They could do something like push 1, first 5 items highlight, push 1-5, cast spell. Push 2, second 5 items highlight, push 1-5, cast spells - would let you use only 1-5 to cast any spell or ability on the long ribbon right now. You could even add a third press confirm, with the second press popping up
This would be great. Adding some choke points would really make it worth while to design defender units to hold a gap while ranged units fill the enemy full of arrows. I once tried recreating a map from Final Fantasy Tactics in the WoM editor, but tactical maps don't like height changes very much.
I certainly wouldn't want outposts to replace cities. But they should do more than just expand my border. They should be a real projection of your power into the wilderness. I like alot of the upgrade suggestions. Whether it is a one click and the whole thing is upgrade or a more modular "starbase" style. When comparing them to Total War we could even do like in Empire Total War; where forts were able to order troops but they were ctually t
I checked to see if there was a similar thrad but I couldn't find one. If I missed it please let me know. Some of this discussion will kind of mirror what others have said about city bulding. There has been a lot of talk about how cities are kind of boring and eed to be imrpoved, I feel the same way about outposts. They just kind of sit there and don't do anything besides expand your border. I think they could be a lot more interesting.&n
Lol, I was just thinking that the magic tree could be rolled in to other 2 and gotten rid of. But I think that is more about my research priorities than anything else.
This would be really helpful. I love how easy it is to add elemental attacks to units, but I would also like to know what is going on damage wise.
There is a building that adds a 25% chance for a hero to gain xp in the city every turn. However, it is a rare one so i have only seen it once. It seems like the rare buldings are mucher harder to get than "rare" traits for heros.
[quote who="jpmcconnell" reply="2" id="3062596"]The level ups are one of the few unique systems in place, I think that system should be developed and expanded - instead of a single building each level, transform the the level-ups into a branching system that lets you customize the city to your needs. One path gives you troops with unique abilities, another unlocks advanced research that is otherwise inaccessable via the tech tree, another path unlocks special magic, either spells or items, an
Unit Abilities: Gifted, Well Studied, Champion's Squire - Unit starts at 2nd level Armor: Titan's Plate, Death's Bane- A magical breastplate with increased defense Monsters: Forest Dragon, Emerald Wurm, - Better name for a Green Dragon Rotwurm, Crimson Wurm, Blood Dragon- Better name for a Red Dragon Death's Shadow, Black Terror, or alternatively AAAAAAAAAAAAAAHHHHHHHH!!!
I would love to have the ability to look at my family tree when arranging marriages. Whether I am trying to breed the Kwisatz Haderach of channelers or just set up a dynasty with other kingdoms it would be very useful to see which of my decedents i am marrying off.
You should have it up at 8:30 am eastern time on Thursday. That way i can play it as soon as i am home from work. [e digicons]:grin:[/e] Also looking forward to the new magic systems and fallen!!
Also if there is negative prestige people will leave the city. So if you accidentally delete one too man prestige structure s our city could actually shrink . The link i provided is from the beta so hopefully you can't get negative population, but 0 is still pretty bad.
Touch of the Void - Give a Champion tons more health and strength. Every turn there is a chance the void will over take them and send them on an insane rampage. Fargate - Create a two way portal to any point on the map that last x turns Summon Soul Trader -Summon a demonic caravan that has a decent attack value and gets more gold per turn than a regular caravan. One per faction Power Sink - Cre
I like this. This is similar to my shardsplosion spell idea. Shards do need to have a much more vital role in the game.
I would like to see reasons for the prices of npc Champions. In the beta some are as low as 50 gold and others are 1k+ for no discernible reason. We don't need a whole resume, but a series of pluses and minuses as to why the champion is charging us a certain fee. That way we can tailor our kingdom to certain types of npcs. Champions with resumes does make me giggle though: Sovereign: (looking over Joffrey's resume) What can you personally b
Hotseat mode would be awesome. Some of my best gaming memories come from hotseat modes. Plus it is a great way to get someone else hooked on the drug that is turn based strategy. It is always easier to explain game dynamics when you are sitting next to a person. Also, trash talking is much better when you are in literal spitting distance.