Yeah. Came here essentially to say this pretty much on every point. New tactical maps are awesome, Leveling system for heroes and cities feel just great. (the hero leveling UI is a bit confusing at first as it's hard to tell what you can click on and what you can't) Please please please add the path indicator to tactical battles.. Ive had a couple times where I thought my unit would walk one way but the little rock turned out to block a tile and so my
drakkheim
I'm betting it was a computational nightmare with the self shadowing and had to be cut for now. Maybe it'll come back later.
LH's textures and overall feel is really a step in a much nicer art direction!! I never could really get into the art deco softness that WOM and to a lesser extent FE, it never struck me as fitting the post-apocalyptic world it was depicting. Push it further, and maaaybe back off the super saturated colors.
well that was full of all sorts of goodness :) Fall from heaven and a new space game AND an expansion pack :) I voted MoM2 style. And by that I take it to mean: high fantasy world, with different races and a rich world (as opposed to FE's post apocalyptic barren landscape and various colored humans) traditional turn based an underworld/myrrorworld. boats and islands And keep or evolve the
Man, I do miss the old days when every game came on floppies and had a printed manual. The FE manual is the kind of stuff I used to fall asleep reading and then wind up dreaming about. I guess it's a good thing that my dropbox syncs to my nexus7 and I can use that for reading pdfs. That and cloth maps...
Is it just a remnant of the Beta (even though I uninstalled it) that the Tutorial tips are off by default?
[quote who="BlackRainZ" reply="16" id="3209179"] You shouldn't always be able to win.[/quote] If I were sinking a couple million dollars into a project and one of the design bullepoints was .. "Sometimes the game is unwinnable." I'd walk out the door. And yes I'm already starting another game, [e digicons]:D[/e] Because when the game flows and things work it's really, really good.
[quote who="ins2" reply="15" id="3209170"]I get your frustration but you may have to accept that this is a game where a few hours a week just aren't enough to really get into the mechanics and play it well...[/quote] Oh I'm willing to play the game over months and months.. And I don't take it as arrogant, really.. i used to be you :) Then life happened. And i don't need to put it on an easier difficulty, :) and yes winning battles or loosing battles and a
[quote who="ddd888" reply="13" id="3209036"]if everything that you encounter COULD be defeated then what would be the purpose of the game? think about it, if everything can die there is just no reason to play, you just cast the spells you need and win every fight, where is the fun in that? [/quote] Isn't being able to win kind of the point? Where's the fun in having no chance of success? And then you agree, that there's too many mons
Look.. the wandering monsters.. just aren't fun. at all.. ever .. that's the bottom line.. I appreciate the amount of work that it's taken to get them where they are in the game and the AI work that it takes to get them to be neat separate uncontrollable forces in the world etc etc.. Trust me as a developer I understand the work that that takes, but.. from a player perspective, they are uncontrollable random things that wipe away hours of investment in gam
Yeah, exactly as Steven mentions in that thread. It really makes me wonder, are wandering monsters as a feature really worth it? I can see having monster lairs scattered about the map being cool challenges for my heroes,... but the pure randomness that the rampaging monster armies bring.... I'm not seeing any fun or upside to them.
Yeah I know that I can turn down the density.. I don't mind the initial density.. but it feels like when the initial explore is done the world releases some random god-like mobs that have no purpose other than to make you miserable and you cant do a damn thing about it.. the game might as well just randomly destroy chunks of the map.. and that's really not fun at all. And let's not forget that that's the whole point after all.
I get the reasoning behind having wandering monsters etc but when I've been playing for about an hour or two and am getting the feel of the game when within 5 turns a strong stack of ogres comes wandering in, wipes out my main army (sov and hero at level 6, warg, squad of defenders and wolf), a wandering forest drake wipes out my northern outpost, defender and shard, and a stack of some kitty critter things destroy one of my 3 towns (not undefended) all of them Vastly overpower
I'll you pay $5 to not implement MP and spend it on making SP even bettererer..
Sure keep the option of putting outlines around everything. I'd just prefer the default to be off. It doesn't work so well when we have light sources and shading on figures. If you crank the ambient way up then it looks better.. but as it is now it's just visual clutter. As a visual element the outline is supposed to help differentiate object A from B .. right now it's not doing that, it's like a lens flare for lens flare's sake.  
So glad to hear Imbuement is going away. Thanks for the update and it sounds like you guys are listening to feedback but not letting it drive the design. FE looks to be really shaping up.
Specifically in tactical combat, right click moves. and if you're next to an enemy , right click attacks. However if you're using an ability then you left click to select the ability and left click to attack/use skill. Even if it's a melee attack. So sometimes you attack with the left button and sometimes with the right button and not much visual indication that you've got an ability selected leading you to occasionally use t
Should heroes that loose leave their equipment behind when they teleport away magically? Or just add in a retreat option from tactical battles and offer actual death with an option to resurrect the fallen champions for 100g /level once you drag their body to the nearest town?
I'd like to see a road/improvement/outpost builder unit. Then you just build roads between your cities, and once you connect 2 cities you can produce X (1 per city level?) number of caravans in each city and they'll just randomly crawl along your network of interconnected cities dropping off a profit when reaching a town and then pick one of the other cities connected to that town to head to next. I like building my empire's infrastructure.. I disl
I captured an enemy town. Now a few turns later he's marching an army of my designed units back at me (Foul Hunters) In combat you can see that his units even have my purple Capitar cloaks. you can download the save here: http://www.swiftthought.com/temp/FESave.zip
What they said! Very impressed. The thing that really stood out for me are the faction attributes and icons. For the first time I 'Get' the difference between the factions without reading pages of text and comparing stats etc etc. That and the mouseover detail views for just about Everything! Trading equipment around and seeing how it would affect various stats and how they're derived is just freaking elegant. Too bad I'
I looted a Goodie location and found Throwing Daggers - lets the Hero throw daggers at enemies up to 3 squares away. So I equipped it (Icon turned green) with my champion but during combat there's no skill / ability button to throw daggers. I tried it on my other champions as well to no avail. Then an air elemental ate my party [e digicons]:D[/e] (those may say 'weak' in the status but don't believe it) </p
As long as it starts off "Elemental..." it's going to be chained down by the first game's terrible reputation. The WoM part was the tagline and we generally ignored it, everyone referred to the original game as 'Elemental'. It's what it was called in reviews, what we told our friends, what gaming sites called it. Need proof? http://reviews.cnet
The $20-$40 price range middle market titles are consistently the best return on fun for the dollar, IMHO.
Second what Bingjack just said. Dressing up my little dudes and making them run around and kill stuff is awesome. The growing size of cities on the main map is great. I love the idea of monster lairs and quests scattered throughout the kingdom. (implementation on where they are and why I cant do X could use some help tho) the visible caravans are nice too.