Is it not all monster player characters? I think I had assumed that it was a bad thing, and that there is some internal AI player called the monster player that moves all the monsters around. That event defiantly needs better wording, so that it is obvious what it should do. Maybe one of: Monsters not controlled by players get +2 levels. or Monsters controlled by players get +2 levels. or Monsters controlled by the player get +2 levels.<
ben_sphynx
It is notable that in LH, as a change from FE, we have to now research the technology to build on Wild Horses or on Wild Wargs, and the building intially provides 1/turn. In FE, we could build without the tech, and get 1/2 a horse or warg per turn. I think I liked the FE version better, as one could upgrade or not, if necessary.
ploughed [quote who="DsRaider" reply="1" id="3338194"] Conclusions and Analysis. -Every base melee unit needs strength. At 4 points there is no reason not to give it to militia, horsemen, spearmen , or any unit that will have any armor. Just this small change will help the AI a fair bit. There should be no available melee unit designs without strength. Even with leather armor it will boost initiative by 2. Alternatively you could get rid of it and give all units +20 WC,
Maybe we need buildings that use up horses. eg Chariot races Unrest -10%, upkeep 1 horse/turn Slaughterhouse +1 grain, upkeep 1 horse/turn (empire only?) Ploughed fields +10 food per grain. Costs 4 horses to build.
I've now had more of a think about it. When monsters capture a city, make an event of it. Each turn, the monsters do something. Maybe produce another of themselves. Maybe burn down a building. Maybe kill population. Maybe send out another war party. Maybe convert some population into units that will fight for the monsters (undead!, bandits!). This should continue until a suitably legendary hero brings an army to defeat the monsters infesting the town.  
Back to the original topic, it is very frustrating when a monster razes a city. I just had this happen, with a small group of easily defeatable air shrills, against a new city. I had not even noticed that they were near my city - I think I got about one turns warning on the 'there are enemies in our territory'. What happened - I saved my game, and quit. I may go back to it at some point, I may not. It's not a fun experience, though. I think maybe attacking creature
But leave it on space as well. Personally that fits me much better than enter. Maybe just making it a redefinable key?
Willie - did you have fun in MoM winning with your summons? The sort of fun that no one should ever be allowed to have again?
In Master of Magic, the bigger summoning spells were multiple turn casts, and fantastic creatures (ie things that were summoned) had significant mana upkeep costs, the better the creature, the more they cost per turn, and the more they cost (and the longer it took) to cast them. And there were no balance issues if you wanted to summon lots of zombies, because lots of zombies did not win games. Sky Drakes, however... Maybe making summoning spells take several tur
It's great to be linked to when quoted, but the hard part is the amount of xp that a monster stack is originally worth, before any dividing. I've had a look in the xml files, and it appears that on some difficulty ratings there is a combat rating to xp multiplier, implying that xp is calculated based on unit combat ratings. And different abilities have combat ratings assigned to them (CoreAbilities.xml) Presumably there are combat ratings for hp, armour and attack valu
If there is unclaimed loot in the square you are fighting over, and you win the fight and the square is now empty, you should get the loot. No need to move into the square, but you should be able to collect the spoils of war after the fight.
The description is: -2% Faction unrest Apiaries can be built on twightlight bees. They provide a city with additional grain yields and guildar. What they actually do: -4% faction unrest, no extra grain or guildar.
We need some cheap spells, maybe even free spells, that do not scale much, so they are good at the start and not overpowered at the end. As an example - the lighting that goes through up to 5 units in a line - it is always set at 10 damage. If it cost 10 or less mana, it might be an interesting early game option. As is, it is pretty useless. So, some suggestions: 0 mana, 4 lighting damage. Maybe even +1 damage per level? Could be a level 1 air spell. "Ar
I have never got that far into a game without either getting bored because it is trivial now, or winning. What turn are you actually on?
I wonder if curse is reducing the defense verses the original damage types (piercing, cutting, blunt), and not the combined defense that LH uses?
I think spells cost too much compared to mana income. If we had two per shard (and more when upgraded), then reducing the effectiveness of the cost reductions would make spells more generally usable. At the moment, there are spells that cost 100's of mana, that I never ever cast, because there just is not enough mana.
Reproduction - have your hero exploring a wildlands, so that there is not an adjacent square that is not wildlands beside them. Then trigger enough fame to get another hero (eg finish a quest with another hero taking you over the breakpoint). You get to choose a new hero, and they appear in your list of armies, but if you click on them, the map does not zoom to them, and you cannot find them on the map. I've had this happen twice now, and this second
In my existing game that was started in 0.50, and has now been updated to 0.51, I've tried dispelling tireless march, and am still unable to recast it, even after ending the turn. Was this an xml fix, and so the error is baked into my saved game, or is it just still broken?
It is a very contrary feature. Maybe it would be better if the UI showed the price per unit for each thing on both sides. Then it would be obvious that the AI is currently overvaluing their gildar. I would like to see the price per item vary continuously, rather than being set at the start of a trade. For example, if I have horses and they have no horses, they might want to buy horses at 10 per horse. They will accept any number of horses at that price, but if you sell
Apparently Steam interprets 'Do not automatically update this game' to mean 'Update this game when you try to run it', rather than updating it when you next start steam. I was rather expecting that setting to mean that I would get to continue using the current version until I let steam update it to the newer version. So don't make any patches that break peoples saves, as they now have no way to finishing their current game prior to doing the
I think it may be the case that either neither rivers or forests contribute essence the city square, or that they contribute so much grain and materials to the city square, that there is no space left (in the resource cap of 9) for essence. This is a pity, because I would much prefer a city with a river and a forest, and at least 3 essence, as my ideal city spot.
Often the answer to 'why should I buy something?' can be reached by answering the question 'do I want it?'. In this case, the extra question 'do I enjoy playing betas?' is also relevant - LH is more beta than FE at the moment.
It confuses me that all the buildings needed to do the spell of mastery come from the same tech. They feel like they should be on successive techs, along the magic tech tree. So that the victory requires tech to get to, production and economy to build, and mana to finish.
The Treasury vault provides +30% income when city is idle, which will replace the +25% income bonus from the proceeding Tax Office. I had understood that there was no longer supposed to be any bonuses that exist just when the city is idling. I think it would be good to at least keep the bonus from the tax office that the treasury vault replaces.
I would love to see an upgrade path for each combination of weapon special ability + one/two handedness. That way, when you upgrade a soldier, they still have the same abilities as they did prior to the upgrade.