Is it intended to work that way though? It's a great spell, but perhaps it crosses over into nerf territory.
bortlings
Wallaces Clone #1 Wallaces Clone #2 wallaces Clone #5 [e digicons]x_x[/e]
Skeletons are supposed to be immune to criticals but I recall that I cast Graveseal on Skeletons and when I attacked with ranged units, I scored critical hits.
Delin the Pyre of Man: You are no ninja. *stomp* Well, I learned the hard way. Thanks for the info, perhaps the tool tip for the faction perk should be updated to reflect this distinction between regular monsters and wild lands monsters.
Well, Tarth is supposed to be immune from monsters attacking them in the strategic map, but I had 2 stacks in the wildlands stomp on me when I thought I would be immune. Does this faction ability not work in the wildlands or is it bugged and not working appropriately?
This is a small gripe regarding Wallace the Mercenary, the merc you get using a scroll. There can be multiple Wallace's running around serving many different factions at the same time. Why not make the hired mercenary a generic unit group instead of a named singular unit?
Just had a tactical battle where 3 separate Fire Shrills used their fire bolts on my Ophidian that has fire immunity for 2 rounds in a row. There were 2 other units in my army, a cave bear and my hero, that did NOT have fire immunity or fire resistance buffs.
[quote who="Derek Paxton" reply="6" id="3359691"] quoting post Are you sure that Procipinee is in your game? I don't see Pariden listed in your factions. I suspect its a custom sovereign with the expansionist trait that I removed from Procipinee. [/quote] Doh, you are right, it's my custom faction the Kingdom of Teddy. >_ Either way, the AI in control of any faction needs to stop spamming pioneers in such nu
Well, she's STILL doing it. That's TWO stacks of Pioneer armies you're looking at!!!
Well, a few turns later after I roamed around in Umbers territory, the hero finally left the spiders and his armies are roaming around again -- strange!
In the screenshot, you'll see a cobwebbed ruin with a stack of spiders in their lair. On the same tile, is Umbers hero hanging out. No combat, no claiming of goodies, it's just stuck there for multiple turns playing with the spiders. Also, towards the bottom you'll see Umber with two stacks of NPC armies, stacked on each other. They have 0/2 moves and have not moved for 5 turns that I watched them. Also notice there is a dark wizard tower in Umbers territory. The d
Depends on the hero class and specialties, but overall heroes really tend to do better when leading an army stack and use their abilities to make the army stronger/compensate for weaknesses. Only when a band of pure heroes are uber decked out in rare equipment and complimenting skills do I think they stand a chance against a stack of plate-armored maulers.
What's really annoying is when the AI is hell bent on crossing your lands with pioneers and you have to repeatedly tell the idiot to get out of your lands every. single. turn. Well, until you just sick of it and either: a) declare war and lay waste to them, starting with the pioneer or b) sigh heavily and just let the Pioneer through and watch them settle/outpost in your backyard I dunno, how about players cannot enter a players territory for 3-5 turns after being
Was in Ythrils territory, told to get out, agreed and then popped in here... whoops.
I also had the AI use that tidal wave spell on my army that was about to attack a fringe town (though it was lvl 3 town) and it had frozen me the turn prior. Good to see the AI tossing spells around.
Hi, I've noticed this also but I figured that the wording of the text was inaccurate: it says the stack is immobilized and loses dodge for three turns. So I assumed it meant the stack only loses movement for ONE turn and loses dodge for 3? Which seemed totally weird. So yeah, either way it should be changed. And to balance it out, I think 1 turn no move no dodge is fine. Three turns is wayyyy too powerful for the 20 mana and ability to potentially lock down a huge stack. A
Does duct tape stick to white out streaks? Ever think of that GENIUS?
UI suggestion: Can we PLEASE have the option of minimizing or dragging the Settlement Level Up screen? When I'm on my 20th settlement, I sometimes forget the strategic significance of a settlement that levels up out of the blue and need to pan around the map to orient myself to what I had planned for that location. The level up menu blocks out enough of the strategic map that all I can rely on is my own memory (which is lacking) and that settlements base resources to
I But every single Assassin bow wielding HERO I've fielded, they really just under-performed in comparison to any other hero type equipped with the same tier of skills and weaponry. The only one that was useful was an assassin designed to off Champions or break armor, but that only opens up way down the talent path.
I've had both of these abilities bug out on me by stating "not a valid target" even though I am targeting an enemy within range. I can sometimes pull off the attack if I target an empty square. But when all squares are occupied, I just have to pass that units action. Also, sometimes my horse mounted ranged hero's animation for the AoE ranged special does not play and the game hangs for about 5-10 seconds until suddenly damage numbers pop up (no arrow tracers) and the round res
If roads are going to be insta-built then at least limit their establishment within territorial borders. How about this: + Roads can only be established within friendly territory + Each settlement can support one connected road per settlement level. + Each settlement's road can only extend up to twice its current border strength + Each settlement has a button to "link a road" to either a valid (friendly territory + range limits) settlement or outpost. +
I just find it incredible that roads can be insta-built no matter the distance between the capital and your new settlement. And for all the boredom of building roads, they play such a critical element to gameplay and overall outcomes. And if it is such an important element to the game, then why is it built automatically and the design forced upon the player (except for a specific faction)? I know the game is not a road building simulation and it's really hard to make plopp
I dislike how certain quests, after having played for a bit, become absolutely predictable since you know exactly what will occur considering the challenges you will face (hostile unit type, equipment, riddle answer, etc). I would like some of the factors for the quest to be random aside from the location of the "Step B Trigger Hut". Each quest's challenges should come in three tiers, "Normal", "Harder" and "You are kinda screwed, you might win but at a high cost", randomly chosen
Not sure if it's a bug, but the quest where you encounter a slave lord and you have the option of either recruiting him or attacking him, he does not have any equipment (no weapon) even though he has two axe specialization skills. His minions are armed though.
I'm really starting to dislike the auto-placement of units. It seems half the time I am pissed that my units are formed up in a way that doesn't make sense to me. Why are my tanks behind my glass cannons? Why are my units spread thin when I would have marched them up in tight formation against this enemy force composition? I would like either full control of unit deployment or at least tie in the fubar AI placement to some sort of explanation in a random tactical event. Sort o