Thanks for the answers Frogboy. I look forward to playing it tonight. I have edited my post above as I did not like the sound of it. Final question, and perhaps not the right forum: Is this the next step in series or is it a parallel step with Legendary Heroes?
Nerhesi
I'm slightly amused... I'm supporting this game and the company. However, there is nothing functionaly different from other 4Xs. Everything "different" is story/description - ultimately I am building and expanding an empire, and the other players have different victory conditions. In fact, it does however sound like a limitation on what I can do as a player, not some fresh new approach. I apologise if this sounds negative, but I am mere
A greater Shadowbolt, Death Magic V or so. Damage would equal to double caster level. 1 round casting time. So less damage than flamedart, but unresistable. Also, please make quest spells available through research (remove them from quests) - and just place them high enough in the tree.
I always give everything a chance - but anyone else feeling a little let down that your Sovereign is more of a big-guy-in-the-sky rather than an actual character on the battle-map? This is for the next new big-Elemental thing. It was something that really made me enjoy Legendary Heroes (and the previous incarnations) when compared to the other 4Xs (like Might and Magic Heroes or Warlock and so on)
Did exactly the same thing. How the hell is it not open when the Dev has been saying updates are being posted AND people have been actively discussing the content? What a load of BS - the lack of communication between these parties is sad.
Followed the lovely links. Added foundry (20.00). Order payment through paypal. All is well. No foundry access. Created help/ticket - got bottled response. Still no help. Can someone explain how foundry access works? do I need to do something after just purchasing the 20.00 foundry permission? Is it not supposed to just allow me access at this point?
A friend of mine got into minecraft some 6 months ago. He convinced the 5 of us to try it, and did all he could within his power to make it enjoyable for us. He crafted us home-bases, homes (hell even churches when I joked that it was Sunday, and the Lord said you can't play minecraft on my day) - but honestly, none of us could get into it. All of us had the High-res packs from day one. It doesn't matter - it's high-res blocks. Blocks look dated. The game is ugly - he is t
Wow, I totally meant Carriers in the title obviously.. my bad.
Oblivion/Obliviate: An unresistable singe target nuke. Perhaps part of Death 3 or 4. Does 2 damage per level - and is effected by all the traits that increase damage. Dispel Magic: Battlefield wide dispel magic that removes all enchantments - even ones that make you immune to magic and supresses strategic enchantments. Disarm: A temporary you lose your weapon spell.. Poison Cloud: An area affect spell that lasts for a bit on the map... causing poison
Uhm - if the quality of the DLC wont suffer, then yes - MONTHLY. New DLC? I definitely believe we are very lacking at items. I think the best way to look at this is the following: (High Level, Mid Level, Low Level) X (Class, item subtype) You have lets say 4 "Classes": The dual wielder rogue, the sword and shield (two types), the 2 hander, the hybrid/cleric/druid/whathaveyoutype, the wizard type. The item subtypes would be like hammer/axe/sword/s
1) I love the sovereign first and foremost. I love the skill trees, the spells, the gear, the quests etc etc. Thats the greatest part of the immersive experience for me; me on the battlefield. 1-a) The next favourite part is that same experience with champs/heroes. 2) Designing and playing different factions 3) Wildlands. 4) Unique items/rewards that permanently improve a city (like displaying the head of a great beast there) 5) the customization of cit
[quote who="Wintercross" reply="113" id="3440091"] Quoting GFireflyE, reply 110 Quoting Wintercross, reply 109 I feel the same about this! I liked building my Sovereign into a powerful combat sorcerer and use them to spearhead my attacks. Heroes usually become city governors for me apart from one or two who either lead a secondary force or join my sovereign in questing. How about this as an option: Give the player the ability to h
[quote who="UncleJJ44" reply="93" id="3438751"] The new game sounds very good. The closer you get to MoM the better as far as I'm concerned. I always disliked playing with my sovereign as a unit so that alone is a big improvement. More powerful magic and the crafting sounds like the game will be a lot more interesting. I have hardly played LH at all, and did not like the various directions it took. A big disappointment for me. &nbs
So help me understand the difference between LH and this upcoming new iteration.. Gains: +Many more spells +Crafted Items Losses: -Crafted Units -Tech tree -Custom Sovereigns? (Because if every Sovereign has their own unique tree... or can I still make a custom sovereign and choose a tree for them?) -Champions/Heroes? What happens to these guys? Are they now downgraded to be slightly lesser champs? I kind of liked
[quote who="ElanaAhova" reply="7" id="3431004"] Just slays you, doesn't it? [/quote] It does!! How can some mouth breathing neck beard be superior to my super smart gets-all-the-girls dress-wearing pew-pewer!?!?! SO MAD! :P I actually love the different experience... I tried more recently with that super-crit assassin type, the only problem is magic and high accuracy. The assassin has around 115 dodge (lucky, assassin gear, buffs, etc) but the odd cham
Mage are super-powerful when leveled yes. As a custom race that has quest maps, and uses a warlock "Men" hero, I was up to level 20 in no-time. I have Initiative of 55 and -1 casting time so every fight starts with me clicking Horrific Wail and it immediately being cast (I even get the turn after that, effectively 3 turns in row when a fight starts). Horrific wail hits for 173 every time. The only thing that doesn't immediately die are magic immune
[quote who="vaustein" reply="130" id="3430114"] Why not release "War of Magic" as a DLC for Fallen Enchantress: Legendary Heroes? It would be a fun way to introduce players to the original lore of the Elemental world. [/quote] Thatd be cool too. Although I dont know how you'd work the dynasty system if even the long games are only 150 years or so (short period of fantasy uber powered rulers)
In all honesty, while I liked the dynasty system and Arcane Arrow or something (an element independent magic missile), I do think that effort is best spending on LEgendary Heroes. Improving the AI so that it builds better units, enchants cities properly, and most importantly, uses tactical spells like a monster. Also, the ever important and awesome DLC, and so on.
I've been playing this game forever - really liked arcane blast back in the day as an alternative to just flamedart. I seem to have the world's worst luck in getting mana-blast. Can someone answer a few questions for me? A) Can I force it into a save file somehow? b) I've tried playing with quest scrolls for hours but I seem to get every quest but that one (or at least it feels like that). Anyone remember exactly whats the quest that triggers it as a reward
You can use the search forums for the half dozen or more threads regarding spells and people's comments. There is one single target damage spell that is efficient if you go mage, that is flame-dart. It is now 3 round cooldown? Every other single target damage spell is near worthless. I dont know why Development has a significant gap/disconnect between common conceptions of "mage" - and how it is implemented in most other games. You have to have options, that are your go-to
I'm not going to rehash what everyone has been saying in detail, just going to summarize. I have just started playing and it seems there were some drastic but incorrect band-aiding that happened. Flame-Dart is now 3 rounds cooldown? Why? It does amazing damage and was the only realistic choice for a damage spell. The problem was that it was the only choice. Shadowbolt damge scaling has been removed completely? This is a bit crazy. Shadowbolt needs to do damage
Is this a normal thing now? Starting city areas have zero essence - this is for a custom created empire AND hero/leader. All 0 essence tiles. Anyone notice this?
Its actually near-useless for a mage. Flame dart is better all the time. In fact, two flame darts are ALWAYS better than shadowbolt + anything for single target. Keep in mind that with high mastery, you will not get much deviation when casting your spells. My flamedarts hit for 250+ damage and up to 280 or 290 at high level. My shadowbolt is around half or less. The only use for it, is against magic immune creatures. On the LH board you'll notice the many rec
That is by design - this spell does damage magic immune creatures. It has no checks for resistance - being immune is the same as always resisting. Regardless, this spell is still considered underpowered due to its pee-poor damage.
I dont think unit placement should remain as is. Armies have to close with each other and undergo some lovely missile and spell fire. Not this random poof - I snuck up on you.