Maybe you should get two, just the bug prevented every hero and henchman getting two because they never leveled up from level 0 to level 1 previously?
ben_sphynx
Maybe it walks around instead of standing on it's plinth.
I stopped playing the campaign when it killed the hero who had my best equipment in a cutscene.
The tile yields are very significant for a city all through the game. Low food cities don't get to high levels until very late game, and it takes a long time to finish buildings, troops and pioneers for low material cities. Personally I prefer starting with high production and lower food, as it lets you get a better start, and higher food places can be settled later. There are some nice city enchantments (which are better with higher essence) that give bonus
Maybe it needs a quote on it along the lines of 'Too heavy to wield for any but the mighty Juggernauts'. At the moment it is a little confusing if one does not realize.
Another issue with this diplomacy is that the AI players can declare war on you while you have a non-aggression pact with them. This feels like a cheat. What is the point of the non-aggression pact if they do not honour it?
Also in the before/after screenshots, you have different amounts of mana.
Maybe it could be changed to -1 hp/ 2 levels. That would match the overall 1/2 as many hp per level that was previously changed. The Wraith race is still the requirement for Hallowed Rite, which is a very nice ability (which provides 3 mana for each thing the unit kills).
Wraiths (I think) get a trait that lets one gain 3 mana when the unit kills something. This is awesome (far more so than the gaining of 3 hp), and is a good reason to play them. Only gaining 1 hp/level net is harsh, though.
At one stage, if you said 'the helmet is mine now' then you did not even get the helmet. That seems buggy.
It is rarely worth asking 'is it technically possible' with regards to programming tasks, as the answer is almost always yes (with some exceptions where there is a mathematical contradiction required to get to what you ask for). A better question would be 'do you have time to' or just going with a 'please'. I would imagine that changing the 'start at level' trait to just provide a bunch of experience to the unit (based on the levelup cost
At one stage I checked their xml and they did nothing at all.
I would think that a better fix to stop people declaring war again would be to either enforce the peace treaty for (say) 10 turns, or to have a reputation that goes very negative so that the AI's wont trust you again (with money for peace) if you declare war again immediately.
It is amazing with henchmen; one hero with several henchmen, all with tireless march, is a speedy speedy force. Also, no xp reduction.
The Athican Longsword does not appear in the characters hand, it appears a couple of centimetres below where they are gripping it. Probably needs a re-export with the character standing in the correct pose.
At the moment, when you have new technologies, you can upgrade your existing troops to use new weapons, and new armour. However, you can not change their group size, nor can you provide them with mounts. I would very much like these two as options for upgrades for existing troops. It would mean that getting experience on early troops is a lot more valuable if they can be made into stronger troops later, while maintaining some of their experience. <
I like the idea of different monsters having different personalities. I think a better place for the random element would be when creating the monsters; sometimes a drake turns out aggressive, sometimes it turns out passive. When you first see a monster, you can either risk it, or wait for the AIs to risk it, but then you get to know, and make strategic decisions about how to deal with it.
When I first tried upgrading outposts with a Warden upgrade, it did not seem to stop them being destroyed by monsters. Today I was looking at the xml, and saw this: Warden Most monsters won't enter the outpost's Zone of Control.</Descri
At the moment, initiative changes seem to be retroactive since the start of the battle - casting Haste mid battle with a decent number of air shards results in the recipient unit getting multiple turns in a row. Casting slow with multiple water shards mid battle may well result in a unit not getting a turn for a very long time. I would suggest that initiative changes should only start calculating the new speed from the time they are applied, rather than applying a catch
Why is Steal Spirit a life spell? Surely it fits the theme of death magic better. Does it make sense to anyone as a life spell? If so, why?
[quote] 7. In 90% of the cases, troops running away ends up being a bad move, and a great advantage to the player. It should go. [/quote] The times when running troops away might be good are: You are going to win the fight, and want them to survive for later. This does not happen in most fights against the player, but might be significant in AI vs Monster fights. Or the troops regenerate (trolls). Or the troops have spells they can use.</p
I would really like to see a starting situation where: 1 Initial troops that you can build are more effective in combat than initial heroes. 2 Starting monsters scattered around the world are strong enough to beat initial heroes, but are defeat-able by starting heroes plus initial troops. 3 Heroes don't just become capable of beating starting monsters simply by exploring; combat is required. I enjoy heroes becoming powerful as they level up.
When loading a game, cities are displaying the wrong unrest value. Going to the city screen corrects it. The problem seems to be Clerics; a two essence city will have the unrest 10 higher, and a 3 essence city will have the unrest 15 higher.
Hills need to be visually distinct from plains. (For movement) Forests and swamps need to be visually distinct from plains. (for movement) Swamps need to not look like forests. (for city placement) The terrain for quest locations needs to not look like a different terrain type. Don't have a forest background if it has appeared on a plains. Either just spawn the quest locations on appropriate terrain, or have them visually adapt to the terrain that th
Suggestion: Each Champion level up of one of the main magic skills (Fire, Earth, Air, Water, Life, Death) provides +1 shard of the relevant type, and +1 mana/turn. Based on Derek's criteria in https://forums.elementalgame.com/431875 1: Helps with the core focus of leveling Champions. 2&3 Helps solve the following problems: Casters are dependant on finding shards of the matching type C