[quote who="Heavenfall" reply="1112" id="3345026"] I've been playing a bit of LH and I have to say they've got a great game there. So I'd just like to confirm that I will port Stormworld to LH around its release.[/quote] Excellent news! I've been saving Stormworld for until I felt FE was in a place I enjoy it a lot. With LH I think it reached it, so I will play Stormworld as soon as you release the new version. Can't wait!
LNQ
I agree with Trojasmic, this game is really good now. I'm one of the bastards who voted 'fair' in all the dev journal polls. Now I would vote 'excellent'. I finished my first game with 0.50 with a Master Quest victory. At the rates the patches are coming, I'll just wait a few patches and have another go! Also hoping Heavenfall will port Stormworld into LH so I can try that out, too.
The only thing keeping it from being vastly OP is that it dies so easily. It's a great skill. I used it as an Air Mage as an extra Cloud Walk transporter of units.
Foxd1e, just attack the city once with just one unit, let it die, then attack again and it should be sorted out.
Easiest thing to do is to remove the ability that automatically lets the units act first in battle. It's not that interesting an ability and opens the door for all sorts of abuse. Removing it would be good because other abilities could then be left untouched.
Thanks for letting me know. I was wondering why my ranged unit always took damage when I had tons of fast moving melee units that in real battles were always the only ones taking hits.
Three ingredients: - Altar race - Horse & Boar spear - Level 3 stronghold with upgrade that gives all trained units the ability to act first in battle The combination of these three features makes units that are vastly overpowered to anything else in the game. With a full group of these units, you get 9 double attacks that bypass 50% of defense at a range of 8 before your opponent has a chance to act. Because spears make the units immune to counterattack, you can
You cannot summon units that have an AoE effect on spawn freely on the map (like you can with summons like the Ice Elemental), but rather you are forced to cast them next to enemies. It doesn't make sense.
The lightbringer's blinding ability hits all units regardless of immunities. Obisidian golems in the arena quest got affected by the spawn effect, yet were immune to the activated blinding ability. Also, when looking at unit details of any unit that is affected by the Lightbringer's spawning ability, the effect is labeled as "summon lightbringer", which is kind of weird.
I attacked Resoln's biggest city. The defenses were pretty impressive: https://www.dropbox.com/s/9w0foozsgijbnld/siegeunitbug.JPG However after fighting (and obviously losing) with one army, the second army was able to fight normally and the excess units were gone. Here's the save right before this battle: <a href="https://www.dropbox.com/s/4vm234u4smsebfl/Two%20Resoln%20Attack%203.EleSav"
Similar to the reported (and fixed) bug below, after picking Summon I in the Mage tree, you can take the Air Elemental summon skipping two skills in the tree. "After picking Summon II in previous level, the next levelup I'm able to skip all the way to pretty far along the levelup tree. Probably a bug? See image for details: https://www.dropbox.com/s/sibazqm7u3dtyxw/levelupbug.JPG"
When you move in the strategic map, the fog of war only updates at your end destination. So if you move, say 10 spaces, the only area that will be uncovered is the area around the last tile you moved to.
After picking Summon II in previous level, the next levelup I'm able to skip all the way to pretty far along the levelup tree. Probably a bug? See image for details: https://www.dropbox.com/s/sibazqm7u3dtyxw/levelupbug.JPG
Also, it seems like a Darking spawned next to the city even after I conquered the wildland
This picture says it all, clearing The Shroud gave me a message that included the text "string not found": https://www.dropbox.com/s/lvrz4sdjdgiu8gm/wildlandsbug.jpg
The AI moved on top of an empty goodie hut and didn't pick it up: https://www.dropbox.com/s/jxcwi53yztqh8eu/goodiehutbug.jpg
The strength indicators don't work too well in the game. One fix I would suggest is when facing an opponent, it would show the individual strength of each unit in that army, and not a combined strength at all. It's a completely different thing facing an army of many lousy units than one tough guy. In general, I would rethink the strength system altogether to give more relevant info in a more clear way to the player.
If you refer to the Zzz.. symbol in the top left corner of the screen, it's not enough. I really tried to focus on that corner each turn this time but still already in a couple of hours of gameplay I twice pressed end turn not noticing I had cities idle. It shouldn't be so easy to waste a turn by accident in the game.
In city view, you ought to display somewhere how many grain / essence / materials the city has. There are buildings that give +X production per materials so it's extremely vital information that should be on display always. It's a big UI omission.
At least from first impressions LH seems quite a lot of fun. I'll go back right after writing this post. Apart from the enjoyment, there were three issues I ran into: - Tarth's double strike ability is weird. It will either score two hits, two misses or two critical hits in a row, so it seems that it only makes one attack and deals the damage twice. I really think it should deal two ordinary attacks in a row that can hit or miss separately. - I had an event whe
Edited out.
Looking forward to this. I put in $25 as well. But isn't Kay the new art lead on Fallen Enchantress: Legendary Heroes? I'm a bit confused of this whole thing... is she in both teams part-time, or was the art lead gig on FE a short lived thing?
The visuals look tons better now, Kay Fedewa has done a great job! Looking forward to trying the expansion out. I like the sound of a lot of the changes, especially cutting down excess features that weren't really working that well.
I'm torn. On the other hand, of course I want FE to evolve, I see a lot of potential in it. However, is there too much excess baggage attached to FE already? I'm not in love with all the systems of FE, and even as a fan it has a little bit of a stigma on it. I think another non-Elemental game might be a good idea. I like the idea of taking a completely different approach on the very same genre with your team that has learned a lot from Elemental. Don't give up on t
The reason why this happens now and hasn't happened before is simply because it is possible now. Gamers weren't any different back in the day, but was never this easy to voice your opinion. It gives us good stuff like arab spring, but at the same time it also poisons open discussion and gives extremists too much weight. Just like stalking and bullying is a bigger issue nowdays than before, hate fueled online lynch mobs has become more common. The idiots can connect eac