Shadow wargs work for me quite well as a summoner...Very useful unit. Beside this some good points here.
Sparhawk4242
Update on 0.86: 1) slightly improved, at least you can directly switch from Equip to trade... Unfortunately there are some articles you can only use on the equip screen (potion, books, etc.) I think this need still to be improved. 2) no change...I still do not use the list...I would focus this more on spells and less on units. 3) fixed 3 a) Unfortunately there are now two train /
As I find 0.86 really good in ways of exploring the world with your heroes and the according options here, also expanson city vs. outpost works good for me. What does not yet work for me is city improvements and also the current start of the game. First of all you always have to build some pioneers/outcast after game start => no decision at all. With out this the AI will out expand you. After that there is still no big decision what to build, at the e
I had three layers in my last game, all built up, I had the willdland tech...and still no ogres for recruitement Drakes, orphinians, Dragons worked fine.
Hello, I have a handful of ideas of usabiltiy improvements and would like to know waht you think: 1) Take the Equip button out. I think this is completely by covered by Trade & Equip, which I at least use most of the time. What do you think? 2) In battles clear up the list of uits on the left side. I would say just list every unit once on that side (and if it has more than one action before my next unit comes up, but a number on it). For spells I wou
What I personally would like as an idea is to do not know the whole tech tree in the beginning. It could be a nice option to only be able to see a short term into the future. I always find it a little bit unrealistic to see the whole technology path ways. Where you can get some inspiration is the game Ascendancy from the logic factory (now available after 10 years again for the ipad/ipod/iphone ;-)) There you saw just your basic te
I think also the UI needs major improvements, this is in general not very intuitive. Sorry I'am playing now for five minutes and I'am already more annoyed with the game than during the whole beta. Especially as Frogboy claimed they made such a large improvement on the UI. Here my most obvious points in respect to item management (one I mentioned already during the beta): - Why is there no easy way to use an just found or bought ite
[quote]Anyways I think that Adventuring/Magic should both be able to (or atleast magic) support your economy if you don't have a good start like this one (100 gildar per tern, among other things fairly fast)[/quote] I fully agree. There is one more important topic, with which I'am currently am quite concerned: how can a small kingdom survive against a large kingdom. The current resource based economy system, gives large kingdoms a great benefit. <
[quote who="Heavenfall" reply="42" id="2659867"]I feel that champions with research bonus just got boosted in value! Like "get one and win".[/quote] I don't think so. You will still be able to build cities. You will just not be able to get more advanced improvements. But there will be probably a spell to speed up research...
I just noticed this also in version .803
[quote]The world isn't completely free of powerful monsters. Rather, the world is free of powerful monsters right outside your starting base.[/quote] I have no problem with strong monsters at game start, but they should not be wandering. Those should more be appetizers to areas I should visit later again. What was going that direction was the troll pass. => So place a monster lair and put a champion on it. Then I can expect some nice reward when I kill him
So basically you just say the usability will get worse as the game progresses... Total Item Micromanagent... But how about books, elixirs which change the stats...those I will most of the time use immediately...As I personally will never (beside very powerful items) do item management on the level that I try to find a hero who could use this item better...I think if this really happens than that is a part of micromanagement which needs to be avoided. Already in my curr
I think the ressouce placement needs still some tweaking. I may game I wandered for 12 turns with out seeing any resources. Then finding a shard and saying cool...let's start city building... in the next 2 turns I found 2 bee hive, fertile land, 2 addi. shards 2 wild horses all placed very tightly to each other... This was not good balanced.
I know... So I press OK (1 Click), I press item (2 clicks), I double click (4 clicks) Even worse, if I first have to find the hero, as you never know, which hero has just found something, when more then one is exploring something at the end of a turn So my proposal is to save at least 3 clicks . You know measuring of mouse clicks is the first most common way to measure usability... In general the usability of Elemental has to be
There are still some too strong monsters. Turn 12: A combat rating of 83 is to much for a patrolling monster, which this is.
Ok the following screen-shot shows the movement value in the level-up window before and after the level up: Why brings 1 point only an increase of 0.2 and why is then not reflected in my stats (here I even still see as movement speed 1) So what is now the movement value 1,2, 2.2, or 1.2 as the tool tip says? I'am confused!!!
I think this is the third time I need to mention this: Please add the equip button...Otherwise you have to do many clicks to equip the found item and you can even forget it!
You also need 2 materials for the garden. So in beta 2 any first building needed material...So you always build the workshop... this is wasting the first interesting choice...(Population/Research Focus) When you found your first city, at this stage you will have seldom visited a goody hut or found a champion (if there is one at all) who produces material.
[quote]I’d like to build a study so I can start researching technology. Unfortunately, I need 2 materials.[/quote] So still no first turn decision needed for the city development ;-) It is always the workshop. Why do we not start with 2 materials?
I did not notice this problem. I could build farms in all my cities. Was the farm in question already in the influence area of your town?
[quote]Anyway how do you hire someone rather than starting a fight? And How can you tell if its another faction or someone you can hire?[/quote] I needed also some time to figure this out. To hire somebody just left click on the NPC while they are either near to your sovereign our with in the borders of your realm. Then you have the option to hire the character if you have enough money and to look at the details of the character, e.g. if he is an adventu
[quote]7) Unit that was attacked during other players turn are highlighted red or some other indication.[/quote] I think it should also highlight if any enemy unit is in reach or can reach the unit in this turn. So you can not accidently loose a unit which has movement order and which you did not check out this round.
I could solve this by just saving and relaoding when I had a grayed out turn button. Anyhow this is a think which should not happen.
I agree and mentioned this also in my post of first impressions: https://forums.elementalgame.com/383839
Design Unit with Bastard Sword: On design screen: Speed 1 When Saving Speed 1.5 I'am not 100% sure, but I think I noticed the same when using swords for my sovereign.