Glad to see you are reading the feedback. Another little thing that is irritating me at the moment, is that sometimes the mouse cursor gets stuck on a cursor that is intended to represent something other than a pointer, when messages are coming up at the start of the turn. It would be very useful if the cursors all changed back, when there is interactive UI such as messages on the screen. It would also be sensible if all of the cursors had
ben_sphynx
Well, first impressions are that it is good fun, with some interesting units and special abilities that improve how combat works and makes it more interesting. There do seem to be a number of smaller issues which have plagued the Elemental games for a long long time, however, which continue. And some that are new to Sorcerer King UI: Selecting things is buggy near terrain of different heights. Sometimes one clicks in a square or on a unit, and hav
As a suggestion to the OP; try increasing the concentration of monsters and shards and stuff when creating the map; things will be closer together, and there will be more things for your heroes to do, before you and the AI players are close together and in a position to war on each other.
Not competently; the AI players also have a tendency to play the default factions. Every game I play a new faction/race. Also, just for example, having a initiative bonuses from a tactician can easily make two armies of similar troops strongly favour the one with a hero. Even one initiative can make all the difference if troops mostly kill each other on first hit. I think that the combat mechanics mathematics are the problem - they are not leading to interesting
That makes me wonder if there is a caravan on that outpost square blocking movement. Or if you are just not at war with them. Maybe someone you are not at war with captured the outpost from the person who took it from you?
Noble suggestion - sovereign and heroes gets 1xp per turn in a city, per city level. -5% unrest in all cities. This would allow the possibility of a stay at home heroes, and encourage higher tax rates as a possibility. It also encourages fewer larger cities, managed by commander heroes.
A pioneer with a rush cost of 171 guildar, in a production queue with 38.3 production. In the queue, it is shown as taking 3 turns. Over the city, it is shown as taking 4 turns. Edit: pasting an image into a post doesnt work; does this forum support attachments, or do images have to be hosted elsewhere?
Until we get to v0.80 (which has the patch note 'removed encumbrance') then the key is how heavy the armour + weapon is in total. When the character or soldier goes over 40% encumbrance they get -2 initiative. When they go over 80% the get -4 initiative total. So when you are choosing traits for troops, the traits that provide +15 weight capacity and +20 weight capacity need to be used to get to 40% encumbrance or below, or to get under 80%. If they are not making your troop c
As there is a spell to level up a hero, one would imagine it is easy enough to get very high level heroes just by concentrating on mana production.
It would be nice to be able to choose extra classes as one progresses.
I think it might be interesting to have heroes die, and then be dead. But maybe provide some Life spells that resurrect them, or Death spells that zombify them.
The auto turn feature should have never been in the game in the first place, in my opinion. Turning it off is the only sensible option. That said, a lot of the problem is the threaded nature of the game putting modal windows up in front of the player. These modal windows are a bad thing - it would be much better to somehow queue them and not enable end turn till they had all been done by the player.
I agree there is a problem. At the moment, there is a strong emphasis on having things that provide +1 growth. There are not so many of these anymore - Tower of Dominion, one of the outpost upgrades, and one of the Town levelup bonus buildings gives +3 growth. Sovereigns Call also provides a valuable +1 growth. All the other 'growth' buildings are instead bonuses to food production. To keep the current model, I would want to see a
[quote] Endurance trait gives +10 hit points instead of +1 per level [/quote] Note - units made in cities get Endurance too (one of the options for level 3 fortresses). These units will probably now get +10 hp, which is quite a big bonus. At the very least, update the description of the building that provides this. I actually thought Endurance was quite an interesting trait. More so than just +10 hp, imo.
I would like to see more staves with built in spells (with no mana cost, and a cooldown). I would like to see more staves that provide mana on a kill. I would like to see staves with casting related bonuses, such as cheaper spells, extra damage (eg to death spells), providing a bonus shard count to any spell cast with the staff, or maybe even reducing cast times.
Some improvements are upgrades on things you have already build, too, and thus can never be manually placed, and just replace what you had before.
I've noticed that hitting turn updates most such spells, including arcane forge.
Heroes can start being an economic drain when one is lacking propoganda (or has low essence so it is not so effective), and didnt start with wealthy. Especially if one starts by building the +10 fame building.
As I understood it, fame was supposed to tie together hero progression and empire building, so that you needed empire building to progress with having heroes. At the moment, I don't really feel that fame is, well, famous, let alone legendary. One can quickly get to the stage of having too many champions, that one cannot field armies for (and in some cases, cannot even afford to pay) - getting a new champion often does not feel like an achievement, and sometimes does not even feel
Maybe crossbows should be the only bows with unlimited range, and normal longbows and shortbows should have less range (eg 5 and 4), but better initiative.
I dont suppose you can define "GameEvent_Champion_1" with different nodes so that the nodes overwrite the ones in the original CoreGameEvents.xml then? Although if the QuestDef nodes are not unique, then I guess it might just be merging the lists.
I'm getting this penalty on my cities when they are joined up with my capital. Is anyone else having this problem? The connections use outposts, some of which have high towers. Strangely, the problem sometimes happens and sometimes goes away (only to come back later).
One of the interesting features of the 'AI' in Master of Magic, was that on higher difficulty levels, garrison duty in your capital was a reasonably combat intensive experience. Every few turns, something would be attacking your capital, be it wandering monsters spawned from lairs or nodes, or enemy armies which have been making a beeline for your capital from half way across the map. Yes, your city could get destroyed, but there was rewards of frequent combat experience for t
Maybe suggestions for alternative summon skills. Each summon skill should provide a benefit to all your summons, and a thing you can summon. Eg Mirror Magic: Enables the summoning of 'Mirror Elemental'. Allows casting of any summon spell one additional time. Fire Elementals: Enables the summoning of 'Fire Elemental'. Any summoned creatures get +1 fire damage per fire shard. Air elementals: Enables the summoning of 'Air Elemental'. Any su
Part of the problem is the inconsistency of the monster behaviour. If it was the case if whenever a city was built within 5 squares of a monster, the monster would attack the city (AI players cities too), then one would know to always defend the city, or to not build it in the first place. But the truth is, 95% of the time, cities can be left safely undefended. Often monsters move 1 square a turn, and there is plenty of warning to go deal with the