I had a stack of my sovereign and 3 champions that I was using to travel around fighting baddies. At one point, they leveled up and I assigned each champion's point to move (from 3.0 to 3.2). Next time they leveled up, (after fighting a rather big monster), each champion's move stat was back at 3.0, and I had 2 points to allocate for each. I assumed that somehow the the game didn't remember the first point allocation, but had left me the point to reallocate. So
LintMan
Yes, I've seen the same thing: the text for the compass quest says "telescope". At the end, I did recieve a compass, though. I'm not sure if it had any effect when I used it, though. Also, since it boosts sight range, telescope would probably be a better item description than compass.
"Which reminds me, is there like a quest log I can use to keep track of all the stuff I have to do?" Yes, but it's well-hidden: press the "Kingdom Info" button on the left of the HUD, then select "Kingdom Report", Then pick the "Quests" tab at the top of the dialog. It just has the basic quest details: It'd be nice if it told you what needed to be done next on the quest (ie: return to inn with the rat), and who it was assigned to.
Another thread with some quest suggestions: [suggestion]Random event quests
My problem was two skath (the aforementioned CR 83 and 23 ones) on a circular patrol blocking off what looked like the only way to get out of the starting area I was in. (Which wasn't a particularly good starting point, so I hadn't created a city yet.) "I think there is a good mix of monsters now. Why would all the monsters be weak enough to tackle at the start of a game. There are many weaker monsters about this version to go take on. I'm liking the mix much more my self."</
[quote who="Frogboy" reply="2" id="2656754"]The world isn't completely free of powerful monsters. Rather, the world is free of powerful monsters right outside your starting base. [/quote] Fair enough, but as PyroMancer2k said, it seems there's very few weak monsters around to help level up your sovere
Personally, I like this. Having played quite a bit of Heroes of Might and Magic, which doesn't allow this, I've found that arranging meetups for heros to swap items with each another can be a real pain. All the money, materials, etc your heroes find is instantly shared, why not items?
Yup, I've seen the same thing - CR 83 rated Skath. At the start of one game, I was trying to avoid one of these but got too close to its CR 23 rated buddy and was toast.
Personally, I'd rather not have to micromanage the "nookie runs". I'd prefer to just assume they hooked up on weekends and vacations and leave it at that. [e digicons]:)[/e]
A lot of cool ideas here. I'd like having new quests become available beyond those at the inns at map creation, and it'd certainly be nice if there were more than just FedEx and "Go to location x and kill the baddie" quests. A few ideas of my own: An NPC appears at a town and offers the player a major quest - something with a major reward but that will possibly require a big change in the player's plans in order to achieve it, or maybe something with some eleme
The game is fairly stable for me (running 1600x1200 with maxed graphics on Win 7 x64) - I haven't had any crashes beyond the know Alt-tab problem and when trying to load a corrupted save done after some other bug hit me. So I don't have any specific suggestions, but I can give some tips on how to debug the problem: A good place to start might be to disable and/or set to minimum everything that you can. After doing that, does t
I posted a thread about this last night, with some people agreeing as well: [BETA 2][Bug/Gameplay]Heroes killed without any notice
I posted pretty much the same request last night, which has other people seconding it as well: [BETA 2][Suggestion]Allow view of character card for currently selected character
I really like the character cards that pop up when you mouse over a hero, but the game will not pop up the card when you mouse over the currently selected unit. I'm not sure why not, I think it'd be really useful to be able to see the card info for the selected unit. One place I really wish that worked is when I'm considering recruiting a hero: after I select the hero to see if I can recruit him/her, I often want to double-check the stats. ("Does this guy give one or two re
If you give a movement order to a hero that is placed on auto-explore (ie: the hero uncovered some nearby treasures and you order him to pick one up), the hero will complete the ordered move then immediately auto-move any remaining movement it has left. This is frustrating because you might have further manual movement intended for the unit. (ie: picking up a second treasure). Normally, auto-movement is not done until the end of the turn. Tha
I've noticed several times that sometimes heroes just "vanish" without a trace, with no clue what happened to them. This frequently happened when I tried putting heroes on autoexplore, but it happens other times, too. What seems to happen is that a hero gets too close to a monster and is attacked and killed by it during turn processing. Fair enough, but if a hero is attacked I'd really like to be shown where the hero was and see the battle take place. At a bare
Ahh, I see how you can get it from the mouseover, now. Still, a way to view them directly would be nice (even a button to just bring up and view the level up dialog would be fine). The wiki's a good start for info also. Thanks, everyone!
For more details, I posted about the ESC key Option menu queuing yesterday here: [Beta 2][Bug/Interface]ESC key odd behavior
Yes, same here - there's the big Details button but that doesn't give the stats I'm looking for, and I don't see any other button that gives stats at all.
Is there any way to see all the actual stats from the heroes besides at level-up? The character details window shows some of the stats, but it doesn't show Str-dex-wis-int-etc. Is there any way to see that stuff besides when you level up? I'm really hurting for information on basic game mechanics. Is there any decent documention or web pages that give details on what the stats do and which are most important, what essense is, what spell points are used for, etc.
Strategic depth and difficult choices are good. Micromanagement that adds little depth and/or requires very little thought but forces the player to take extra steps is just busywork. I think adjacency bonus stuff like "Place one windmill next to each farm" ends up being a no-brainer -- the only strategy involved is in trying to remember to leave space open for the windmills so you can add them later if you currently can't place them. And
[quote who="Peace Phoenix" reply="3" id="2650920"]I suppose that all of you are in fullscreen mode [/quote] Yes. There's not much point in Alt-tabbing if I'm already in a window.
Summary : The Escape key doesn't behave like it does in most games/applications and triggers an odd bug if you hit in in some places. Please make ESC work like the Escape key is supposed to! Observed behavior : If you press ESC from the main map, the Options window opens. This is fairly common in many games, but if you press ESC again, it does not close the Options window and return you to the map, which would be mos
Yup, me too. I tried a ton of times, and Alt-tab always crashes the game.
[quote who="glucero0" reply="6" id="2650597"]#1 is definitely an issue. Scrolling with the mouse takes absolutely forever. Now mind you, I hate fast scrolling too, but I want something in the middle. [/quote] As mentioned above, this is adjustable from the game options screen. For some reason, the default is abnormally slow, but you can change it.