I was under the impression that the AI targetted first units that it could kill with the fewer attacks. The sovereign usually is the unit with the most hits points in your army, so it should take more hits to remove him from the battle, while units like your spearmen starts to lose attacks faster, as only a few points of damage are enough to kill one spearmen from the unit. Seems logicall to me, but of course some situations might be better handled by focus firing on th
Jack Trowell
Note that there seems to be a bug with haste, as it make the target turn comme immediatly when hast is cast, so it shouldn't be as abuseable.
1°) I have a champion with Evade cast on it (+5 dodge, +2 per air shard) 2°) I build an shrine on an air shard, no chance to the champion dodge 3°) I dispel the spell (from the global enchantement list, didn't find a way to do it from the champion itself) 4°) I recast the spell again, this time the champion is listed as getting +7 dodge, as expected with the new air shard under my control. <
It is based on your intelligence, and from what I understand it is supposed to increase the chances that your spells are not resisted. Seems useless for damage dealing spells, but debuff like "slow" probably make use of it.
The current system seems fine to me. Increasing the mana cost depending on the number of currently alive imbued champions might also be a good idea. (and if you happen to lost a champion, the cost would need to fall back)
Some suggestions to improve the tactical combat with more informations for the player: - when hovering an unit (friend or foe) other that the active one, it could be a good idea to highlight the squares this units can reach at its next turn (like it is already done for the current active unit, but maybe with another color). - when hovering an ennemy, we get the chances to hit and damage expected on this target from our current active unit, which is good, but unles
Same here.
The champion was indeed level 2, thanks for the answer.
Juste started a game with Pariden. I cast the regeneration spell on my souvereign, but it didn't seem to do anything Is the spell healing supposed to be tactical or strategic ? - no healing in combat as I was expecting - in the map, I got back 2 hp per turn, but a champion in the same stack got the same, so it seems to just be the normal healing per turn. Did I miss something ?
The download is on
I got the email too, but I don't see any serial in it, so I suppose that I will only need to log to my download page tomorrow. For those that preordered by don't get the email, don't worry, because it means that you probably won't need the mail to access the beta (i suppose that the serial will be available on the download page like for other games), as long as you preordered War of magic.
One suggestion: have some spells increase their effect when you have a higher level in the appropriate school(s) of magic. For exemple you could have a level 2 area spell whose radius increase if your're level 4. Resistable spells could also (if they are not already) be harder to resist when cast by a high level mage (once again I'm talking on magic level in the school, not chamion levels) For multi-schools spells, the effect might be different d
I still remember when I discovered MoM, I was thinking at the time exactly this : "Awesome: they took the best of Civilization and Magic: The Gathering in a game !" [e digicons]:drool:[/e]
Woaw ! Kael to direct the future of Elemental, for real ? It's one of the best things that could happen to the game. Does it means that theere is some truth to the rumors that the next Fall From Heaven game would be made using Elemental engine . :D
It is normal that no NPC is able to cast spells at the start: the lore of the game explain that the Titans have drained all magic from the world into the Shards, and channelers are humans with a natural talent from using the magic from the shard themselves. Even if you don't controle any shard directly, your channeler is still able to get some magic from distant shards, it's just that if you can get a direct link to one it will be more powerful. That's why your sovereig
Thans for the precisions.
Wow, they are still going ? I was checking their website after the Moo3 disaster, but there was so few updated that I was thinking that the project was dead. Good to know that they are still trying.
Some players like myself like to play solo, but it's then more about playing against the map that against other players. Solo play is also a great way to at least familiarize with the nations and to learn the basic army counters (the AI is good at making a big army of cheap units, and can crush you before you learn how to manage it) At http://forums.somethingawful.com/showthread.php?threadid=3302467 you will find an AAR that is very informative, and it has been des
Minor factions are not currently supposed to grow, but the game interface doesn't expliain this. This problem has been acknowledged by a dev, and they should remove the limit in a future patch *or* add some way in game to explain that minor factions can't grow
Précision: I have the problem with 1.01, I'm at work now and didn't get the chance to try the 0-day patch yet.
I have the same problem with a sovereign from one of the human races leading capitar. If there are item restrictions based on the race, it would be *very* useful to have those restrictions explained in game.
[quote]Haven't seen the hotfix to v1.05. Any update when we can stop having to use auto battle?[/quote] There is an option called "Tactical threshold" that force the automatic battle when there are too few units present. If you set this option to 0, you will always be able to choose between tactical battle or autoo-resolve. From my point of view, it would be better if this option was set to 0 by default.
One suggestion: have the starting equipement be purchased with a small gold pool instead of character creation points, and what is left of this pool is then added to the starting gold of the faction (maybe the base starting gold will need to be reduced slightly)
Are you sure about the "automatic max def against XXX damage type" ? I knew that damage types and resistance were implemented in the code, but I was thinking that they were not used yet. Is there somewhere in game where this info can be found to know what armors pieces are good against ?
[quote who="Jarenko" reply="13" id="2727669"]I can't wait to see a change list.[/quote] There is a partial preview at https://forums.elementalgame.com/391747